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	<id>https://wiki.visionaire2d.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Timo</id>
	<title>VisionaireWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.visionaire2d.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Timo"/>
	<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Special:Contributions/Timo"/>
	<updated>2026-05-21T03:10:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Main_Page&amp;diff=2251</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Main_Page&amp;diff=2251"/>
		<updated>2014-10-04T19:51:01Z</updated>

		<summary type="html">&lt;p&gt;Timo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Deutsche Version vom Visionaire Wiki ==&lt;br /&gt;
siehe [[Hauptseite|Deutsche Version]]&lt;br /&gt;
&lt;br /&gt;
== Visionaire Website ==&lt;br /&gt;
* [http://www.visionaire2d.net Visionaire Portal] (with Downloads, Forum, etc)&lt;br /&gt;
&lt;br /&gt;
== Visionaire Manual ==&lt;br /&gt;
* [[Visionaire Manual]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials/HowTos ==&lt;br /&gt;
* [[Frequently Asked Questions/FAQ]]&lt;br /&gt;
* [[General Questions]]&lt;br /&gt;
* [[Step by Step HowTos]] (We appreciate contributions by our users!)&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Main_Page&amp;diff=2250</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Main_Page&amp;diff=2250"/>
		<updated>2014-10-04T19:50:51Z</updated>

		<summary type="html">&lt;p&gt;Timo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
== Deutsche Version vom Visionaire Wiki ==&lt;br /&gt;
siehe [[Hauptseite|Deutsche Version]]&lt;br /&gt;
&lt;br /&gt;
== Visionaire Website ==&lt;br /&gt;
* [http://www.visionaire2d.net Visionaire Portal] (with Downloads, Forum, etc)&lt;br /&gt;
&lt;br /&gt;
== Visionaire Manual ==&lt;br /&gt;
* [[Visionaire Manual]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials/HowTos ==&lt;br /&gt;
* [[Frequently Asked Questions/FAQ]]&lt;br /&gt;
* [[General Questions]]&lt;br /&gt;
* [[Step by Step HowTos]] (We appreciate contributions by our users!)&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Schritt_f%C3%BCr_Schritt_Anleitungen&amp;diff=2249</id>
		<title>Schritt für Schritt Anleitungen</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Schritt_f%C3%BCr_Schritt_Anleitungen&amp;diff=2249"/>
		<updated>2014-10-04T19:48:16Z</updated>

		<summary type="html">&lt;p&gt;Timo: Created page with &amp;quot;== Tutorial &amp;quot;Erste Schritte&amp;quot; von unserem Benutzer einzelkaempfer == Ein deutschsprachiges Visionaire-Tutorial für alle Anfänger, die sich mit dem Demospiel schwer tun. Begin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tutorial &amp;quot;Erste Schritte&amp;quot; von unserem Benutzer einzelkaempfer ==&lt;br /&gt;
Ein deutschsprachiges Visionaire-Tutorial für alle Anfänger, die sich mit dem Demospiel schwer tun. Beginnend mit einem leeren Projekt, werden ausführlich die Arbeitsschritte für eine spielbare Kulisse erklärt.&lt;br /&gt;
PDF-Datei mit Screenshots. Die benötigten Dateien liegen bei (dem DOTT-MMM-Starterpack von DrEvil entnommen - ich hoffe, er hat nichts dagegen). 1,2 MB.&lt;br /&gt;
&lt;br /&gt;
== Tutorial &amp;quot;Videokomprimierung mit VirtualDub&amp;quot; von unserem Benutzer Ekki ==&lt;br /&gt;
Die Problemstellung liegt in der Größe eines zu erstellenden *.avi – Files, welches dann Introszenen, Outlets, Zwischensequenzen etc benutzt werden kann. Es wird VirtualDub benutzt, um die Videodateien platzsparend zu erzeugen.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Gegenst%C3%A4nde2&amp;diff=2248</id>
		<title>Gegenstände2</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Gegenst%C3%A4nde2&amp;diff=2248"/>
		<updated>2014-10-04T19:28:48Z</updated>

		<summary type="html">&lt;p&gt;Timo: Timo moved page Gegenstände2 to Gegenstände over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gegenstände]]&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Gegenst%C3%A4nde&amp;diff=2247</id>
		<title>Gegenstände</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Gegenst%C3%A4nde&amp;diff=2247"/>
		<updated>2014-10-04T19:28:48Z</updated>

		<summary type="html">&lt;p&gt;Timo: Timo moved page Gegenstände2 to Gegenstände over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Allgemein ==&lt;br /&gt;
Hier erstellt man alle Gegenstände, das sind spezielle Objekte die nur aus einem Bild bestehen und von einer Person in die Tasche aufgenommen werden können.&lt;br /&gt;
&lt;br /&gt;
==Aktionen==&lt;br /&gt;
Hier sind die Aktionen gelistet, die zu diesem Gegenstand gehören.&lt;br /&gt;
&lt;br /&gt;
Beispiel für eine mögliche Aktion für den Gegenstand &#039;Karte&#039;: &#039;Schau an&#039; &#039;Karte&#039;.&lt;br /&gt;
&lt;br /&gt;
Details zu einer Aktion gibt es unter [[Aktionssystem]].&lt;br /&gt;
&lt;br /&gt;
==Bedingungen ==&lt;br /&gt;
Hier sind die Bedingungen gelistet, die zu diesem Gegenstand gehören. Details zu einer Bedingung gibt es unter [[Bedingungen]].&lt;br /&gt;
&lt;br /&gt;
==Werte==&lt;br /&gt;
Hier sind die Werte gelistet, die zu diesem Gegenstand gehören. Details zu einem Wert gibt es unter [[Werte]].&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Gegenst%C3%A4nde&amp;diff=2245</id>
		<title>Gegenstände</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Gegenst%C3%A4nde&amp;diff=2245"/>
		<updated>2014-10-04T19:28:31Z</updated>

		<summary type="html">&lt;p&gt;Timo: Timo moved page Gegenstände to Gegenstände2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Allgemein ==&lt;br /&gt;
Hier erstellt man alle Gegenstände, das sind spezielle Objekte die nur aus einem Bild bestehen und von einer Person in die Tasche aufgenommen werden können.&lt;br /&gt;
&lt;br /&gt;
==Aktionen==&lt;br /&gt;
Hier sind die Aktionen gelistet, die zu diesem Gegenstand gehören.&lt;br /&gt;
&lt;br /&gt;
Beispiel für eine mögliche Aktion für den Gegenstand &#039;Karte&#039;: &#039;Schau an&#039; &#039;Karte&#039;.&lt;br /&gt;
&lt;br /&gt;
Details zu einer Aktion gibt es unter [[Aktionssystem]].&lt;br /&gt;
&lt;br /&gt;
==Bedingungen ==&lt;br /&gt;
Hier sind die Bedingungen gelistet, die zu diesem Gegenstand gehören. Details zu einer Bedingung gibt es unter [[Bedingungen]].&lt;br /&gt;
&lt;br /&gt;
==Werte==&lt;br /&gt;
Hier sind die Werte gelistet, die zu diesem Gegenstand gehören. Details zu einem Wert gibt es unter [[Werte]].&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Menue2&amp;diff=2244</id>
		<title>Menue2</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Menue2&amp;diff=2244"/>
		<updated>2014-10-04T19:26:51Z</updated>

		<summary type="html">&lt;p&gt;Timo: Timo moved page Menue2 to Menü&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Menü]]&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Men%C3%BC&amp;diff=2243</id>
		<title>Menü</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Men%C3%BC&amp;diff=2243"/>
		<updated>2014-10-04T19:26:50Z</updated>

		<summary type="html">&lt;p&gt;Timo: Timo moved page Menue2 to Menü&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Was ist ein Menü und was kann man damit anfangen? ==&lt;br /&gt;
&lt;br /&gt;
Ein Menü ist im Grunde eine Grafik auf der man eine Auswahl tätigen kann - es ist aber kein Ort auf dem man eine Person steuert.&lt;br /&gt;
&lt;br /&gt;
[[image: Menueinstellungen.gif]]&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
[[image: Cursor.gif]]&lt;br /&gt;
&lt;br /&gt;
Hier kann man den Cursor auswählen, der für dieses Menü verwendet wird. Dies ist notwendig, da bei einem Menü die Befehle (welche mit einem Cursor verknüpft sind) nicht verwendet werden können (da es ja auch keine Tasche gibt).&lt;br /&gt;
&lt;br /&gt;
== Hintergrundmusik ==&lt;br /&gt;
[[image: Hintergrundmusik.gif]]&lt;br /&gt;
&lt;br /&gt;
Das angegebene Lied wird als Hintergrundmusik abgespielt (ist das Lied zu Ende dann beginnt es wieder von vorne).&lt;br /&gt;
&lt;br /&gt;
== Hintergrundmusik von vorheriger Kulisse weiterspielen == &lt;br /&gt;
[[image: Musik weiterspielen.gif]]&lt;br /&gt;
&lt;br /&gt;
Wenn ausgewählt, wird die Hintergrundmusik der letzten Kulisse einfach weitergespielt. Dies wäre z.B. bei einem Optionsmenü sinnvoll bei dem man die Musik der vorherigen Kulisse nicht unterbrechen möchte.&lt;br /&gt;
&lt;br /&gt;
== Kulisse scrollen wenn der Cursor am Bildrand ist ==&lt;br /&gt;
[[image: Kulisse scrollen.gif]]&lt;br /&gt;
&lt;br /&gt;
Wenn ausgewählt, dann kann der Spieler die Kulisse selbst beliebig scrollen (sofern die Kulisse groß genug ist).&lt;br /&gt;
&lt;br /&gt;
== Spielstände werden um folgende Anzahl gescrollt ==&lt;br /&gt;
[[image: Spielstaende scrollen.gif]]&lt;br /&gt;
&lt;br /&gt;
Dieser Wert ist nur notwendig, wenn in diesem Menü Spielstände gespeichert oder geladen werden können.&lt;br /&gt;
&lt;br /&gt;
== Spielstandfont ==&lt;br /&gt;
[[image: Spielstandfont.gif]]&lt;br /&gt;
&lt;br /&gt;
Dieser Zeichensatz wird verwendet, um zum Beispiel den Namen von Spielständen anzuzeigen, der aus dem Namen der aktuellen Kulisse besteht.&lt;br /&gt;
&lt;br /&gt;
== Partikelsystem ==&lt;br /&gt;
[[image: Kulisse partikelsystem.gif]]&lt;br /&gt;
&lt;br /&gt;
Partikelsystem welches auf dieser Kulisse gezeigt wird (z.B.: Schnee, Regen). Details zu Partikelsystemen gibt es unter [[Partikelsysteme]].&lt;br /&gt;
&lt;br /&gt;
== Werkzeuge ==&lt;br /&gt;
[[image: Menu werkzeuge.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Bereiche für Spielstands-Screenshots erzeugen und bearbeiten ===&lt;br /&gt;
[[image: Tool spielstaende.gif]]&lt;br /&gt;
&lt;br /&gt;
Wenn noch keine Screenshot-Bereiche erstellt wurden, kann mit gedrückter linker Maustaste ein Rahmen gezogen werden. Mit jedem weiteren Linksklick wird dieser Rahmen verschoben. Will man einen weiteren Rahmen erstellen, so muss man zuerst die rechte Maustaste drücken (und somit den Cursor umschalten) und dann mit einem Linksklick den Rahmen erzeugen. Wenn ein Rahmen ausgewählt ist, kann an den Eckpunkten seine Größe verändert werden. Dabei wird aber auch die Größe der anderen Rahmen verändert, da diese immer gleich groß sein müssen. Innerhalb eines Rahmens wird dann im Spiel der Screenshot eines Spielstandes (falls vorhanden) angezeigt.&lt;br /&gt;
&lt;br /&gt;
=== Vieleckige Bereiche erzeugen und bearbeiten ===&lt;br /&gt;
[[image: Tool objektumrandung.gif]]&lt;br /&gt;
&lt;br /&gt;
Um für ein Objekt eine neue Umrandung zu erstellen, muss man unten in der Liste zuerst das gewünschte Objekt auswählen. Dann kann man mit der linken Maustaste eine neue Umrandung erzeugen. Jeder weitere Linksklick erzeugt einen neuen Punkt welcher mit dem vorherigen verbunden wird. Die Umrandung kann geschlossen werden, indem man auf den Startpunkt klickt, oder die rechte Maustaste drückt. Der rote Punkt ist immer der aktuelle Punkt. Mit der Taste Entf kann der aktuelle Punkt gelöscht werden und mit gedrückter Maustaste oder den Pfeil-Tasten kann dieser Punkt verschoben werden. Wenn man gerade kein Vieleck erstellt, kann man mit einem Linksklick innerhalb eines vorhandenen Vielecks dieses auswählen (es wird dann rot dargestellt). Mit gerdrückter Maustaste oder den Pfeiltasten kann man es jetzt verschieben, und mit der Taste Entf das komplette Vieleck löschen. Mit der rechten Maustaste hebt man die Auswahl auf, und es werden die Umrandungen aller Objekte angezeigt.&lt;br /&gt;
&lt;br /&gt;
=== Aktionen erzeugen und bearbeiten ===&lt;br /&gt;
[[image: Tool aktionssystem.gif]]&lt;br /&gt;
&lt;br /&gt;
Bei jedem Objekt wird ein Blitz dargestellt. Existiert für ein Objekt schon eine oder mehrere Aktionen ist dieser Blitz gelb, andernfalls grau. Mit einem Linksklick auf diesen Blitz öffnet sich ein Fenster mit einer Liste aller vorhandenen Aktionen dieses Objekts. Klickt man auf eine vorhandene Aktion, so wird diese unten dargestellt und kann dort bearbeitet werden. Will man eine neue Aktion erstellen, so muss man auf das Plus-Symbol klicken, worauf eine neue Aktion angelegt wird, welche man dann unten bearbeiten kann. Details zu einer Aktion gibt es unter [[Aktionssystem]].&lt;br /&gt;
&lt;br /&gt;
=== Grafiken platzieren ===&lt;br /&gt;
[[image: Tool spriteposition.gif]]&lt;br /&gt;
&lt;br /&gt;
Alle vorhandenen Grafiken (Bild eines Objektes) werden mit einer grauen Umrandung angezeigt. Wenn man auf eine Umrandung klickt wird das Bild ausgewählt. Mit gedrückter Maustaste oder den Pfeiltasten kann man das Bild jetzt verschieben. Klickt man auf den Play-Button (gelbes Dreieck) dann wird das Bild ein- und ausgeblendet, sodass man gut kontrollieren kann ob es richtig positioniert ist.&lt;br /&gt;
&lt;br /&gt;
=== Animationen platzieren ===&lt;br /&gt;
[[image: Tool animationsposition.gif]]&lt;br /&gt;
&lt;br /&gt;
Alle vorhandenen Animationen werden mit einer grauen Umrandung angezeigt. Wenn man auf eine Umrandung klickt wird die Animation ausgewählt. Mit gedrückter Maustaste oder den Pfeiltasten kann man die Animation jetzt verschieben. Klickt man auf den Play-Button (gelbes Dreieck) dann wird die Animation auf der Kulisse abgespielt, sodass man schon einen guten Eindruck gewinnen kann wie es im Spiel aussehen wird. Mit dem Symbol unterhalb des Play-Buttons wird eine Liste aufgeklappt, welche alle Animationen des Objektes enthält. Hier kann man dann eine Animation auswählen, welche man dann positionieren oder abspielen möchte.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Actionparts_Documentation&amp;diff=2065</id>
		<title>Actionparts Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Actionparts_Documentation&amp;diff=2065"/>
		<updated>2009-09-28T20:43:03Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: All available actionparts are listed here. Each actionpart is stored as one object in the [http://twiki.visionaire2d.net/index.php?title=Dokumentation_Datenstruktur_/_GameData_3.x#ActionPa...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All available actionparts are listed here. Each actionpart is stored as one object in the [http://twiki.visionaire2d.net/index.php?title=Dokumentation_Datenstruktur_/_GameData_3.x#ActionPart ActionPart] table of the [http://twiki.visionaire2d.net/index.php?title=Dokumentation_Datenstruktur_/_GameData_3.x Visionaire Data Structure]. The &#039;constant number&#039; is the number which is stored in the field ActionPartCommand and defines the actionpart. Each actionpart can have a maximum of two links, three numbers and one file path. This document shows which fields are used for which actionpart. If there is a link to a scene or a character (in ActionPartLink or ActionPartAltLink) and the link is empty then the current scene/character is used.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| style=&amp;quot;text-align: left; width: 100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;2&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Constant number/name&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartLink&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltLink&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartPath&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartInt&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltInt&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartAltInt2&amp;lt;br /&amp;gt;&lt;br /&gt;
! ActionPartString&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;5&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Else ELSE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;6&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#End_if ENDIF]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;10&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_scene CHANGE_SCENE]&lt;br /&gt;
| object&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&amp;lt;br&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
direction (degrees) the character is looking on the new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;-1&#039;: character is looking in opposite direction of object&lt;br /&gt;
|-&lt;br /&gt;
| &#039;12&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character CHANGE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;1&#039;: fade into new scene, &#039;0&#039; no fade effect (if character is on another scene)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;13&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Start_dialog START_DIALOG]&lt;br /&gt;
| dialog&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;14&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_current_dialog STOP_DIALOG]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;16&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Quit_current_action EXIT_ACTION]&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;19&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_animation SHOW_HIDE_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show animation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide animation&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: play animation in reverse direction&amp;lt;br&amp;gt;&lt;br /&gt;
else play in normal direction&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until animation is finished before processing next action part.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;22&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_animation_is_finished WAITON_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;23&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Display_text SHOW_TEXT]&lt;br /&gt;
| text&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: foreground text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: background text&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;24&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_sound PLAY_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound must be stopped manually&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: sound will be stopped automatically if scene is changed&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;30&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Pause MAKE_PAUSE]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| delay (msec)&lt;br /&gt;
| unit:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: milliseconds&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: seconds&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: minutes&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;31&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Send_character_to_object CHARACTER_GOTO]&lt;br /&gt;
| character&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until character reaches object before processing next action part.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;32&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_character_stops WAITON_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;45&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_command SET_COMMAND]&lt;br /&gt;
| button (command)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;46&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_scene SHOW_SCENE]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;47&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Send_character_to_position CHARACTER_GOTO_XY]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| &#039;0&#039;: proceed immediately with next action part.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: wait until character reaches position before processing next action part.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;48&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Scroll_scene_to_object SCROLL_SCENE]&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;49&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Scroll_scene_to_position SCROLL_SCENE_XY]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;50&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_to_an_object SET_CHARACTER_TO_OBJECT]&lt;br /&gt;
| character&lt;br /&gt;
| object&lt;br /&gt;
| -&lt;br /&gt;
| direction (degrees) the character is looking&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;-1&#039;: character looks in direction of object&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;51&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_outfit_of_a_character CHANGE_OUTFIT]&lt;br /&gt;
| outfit&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: unload animations of old outfit&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: do not unload animations of old outfit&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;52&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_comment-set_of_a_character CHANGE_COMMENTSET]&lt;br /&gt;
| commentset&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;53&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_language CHANGE_LANGUAGE]&lt;br /&gt;
| language&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;54&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_person SHOW_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: fade into new scene&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; no fade effect&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;55&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Quit_game QUIT_GAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;56&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_Interface SHOW_HIDE_INTERFACE]&lt;br /&gt;
| interfaceclass&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: change&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;56&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_Interface SHOW_HIDE_INTERFACE]&lt;br /&gt;
| interface&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character which is shown/hidden (only used if ActionPartLink is not set)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: change&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;58&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Align_character ALIGN_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| direction (degrees)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;59&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_background_music SET_MUSIC]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| music file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;60&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Center_scene_on_character_permanently SET_SCROLLCHARCTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: center character&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: do not center character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;66&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_video PLAY_VIDEO]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| movie file&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: play movie centered&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: scale movie to fullscreen&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: all sounds are paused and only continued after the action which started the video is interupted (finished or paused, etc.) -&amp;gt; if a new scene is shown immediately after the video the active sounds started before the video are removed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: pause all active sounds and continue them after video&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: stop all active sounds&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;69&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_value_then IF_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| value (optional)&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: ==&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: !=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: &amp;lt;=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: &amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: &amp;gt;=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: &amp;gt;&lt;br /&gt;
| number (only used if ActionPartAltLink is empty)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;70&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_value SET_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| value (optional)&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: *=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: /=&lt;br /&gt;
| number (only used if ActionPartAltLink is empty)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;71&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_speaker_text SHOW_TEXT_XY]&lt;br /&gt;
| text&lt;br /&gt;
| font&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate&lt;br /&gt;
| y-coordinate&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: foreground text&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: background text&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;72&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Play_and_loop_sound_infinitely PLAY_LOOPED_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound must be stopped manually&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: sound will be stopped automatically if scene is changed&amp;lt;br&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;73&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_currently_playing_sound STOP_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;77&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_settings_of_a_currently_playing_sound CHANGE_SOUND_SETTINGS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| balance (between &#039;-100&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;78&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Jump_to_action_part GOTO]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: jump relative&amp;lt;br&amp;gt;&lt;br /&gt;
else jump absolute&lt;br /&gt;
| jump to&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;79&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_character_is_current_character_then IF_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;80&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Remove_all_items_from_inventory REMOVE_ALL_ITEMS_FROM_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;81&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Transfer_all_items_to_other_character GIVE_ALL_ITEMS_TO]&lt;br /&gt;
| character (from)&lt;br /&gt;
| character (to)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;82&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character_speed SET_CHARACTERSPEED]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| speed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;83&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_random_value SET_RANDOM_VALUE]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| from&lt;br /&gt;
| to&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;84&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_character_is_on_scene_then IF_CHARACTER_ON_SCENE]&lt;br /&gt;
| character&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;85&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Chase_character FOLLOW_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: chase current character&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: current character is chasing&lt;br /&gt;
| reach distance&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;86&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_chase STOP_FOLLOW]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;87&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Stop_character STOP_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;88&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_walking_sound CHANGE_WALKINGSOUND]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;89&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_font_of_a_character CHANGE_FONT]&lt;br /&gt;
| font&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;90&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_the_interface_of_a_Character CHANGE_INTERFACE]&lt;br /&gt;
| interface to set&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;90&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_the_interface_of_a_Character CHANGE_INTERFACE]&lt;br /&gt;
| interface to set&lt;br /&gt;
| interface to replace&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character which is replaced (only used if ActionPartAltLink is not set)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;92&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_language_is_current_language_then IF_LANGUAGE]&lt;br /&gt;
| language&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;94&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_cursor SET_CURSOR]&lt;br /&gt;
| cursor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;95&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_command_is_current_command_then IF_COMMAND]&lt;br /&gt;
| button (command)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;98&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show.2FHide_person HIDE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: show&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;99&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Save_object SAVE_OBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;100&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Execute_command_on_saved_object EXEC_SAVEDOBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;103&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_current_object..._then IF_CURRENT_OBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: exists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: not exists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: scene object&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;105&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_active.2Finactive_sprite SET_ACTIVE_SPRITE]&lt;br /&gt;
| button&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: inactive sprite&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: active sprite&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;106&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Clear_saved_object CLEAR_SAVEDOBJECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;107&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Skip_current_text SKIP_CURRENT_TEXT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;110&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_fade_effect_to_new_scene SET_FADE_EFFECT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: no effect&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: fade in&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: fade out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: fade in/out&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: fade to new&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: shift left&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: shift right&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: tunnel effect&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;111&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_object_visibility FADE_OBJECT]&lt;br /&gt;
| object&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039; (only used if value is empty)&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;112&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_interface_visibility FADE_INTERFACE]&lt;br /&gt;
| interfaceclass&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| DEPRECATED - &#039;112&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_interface_visibility FADE_INTERFACE]&lt;br /&gt;
| interface&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| number of active interface of current character (only used if ActionPartLink is not set)&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;114&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_light_map SET_LIGHTMAP]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| image file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;115&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_brightness SET_BRIGHTNESS]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| brightness: must be between &#039;0&#039; and &#039;100&#039;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;116&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_visibility FADE_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| visibility: must be between &#039;0&#039; and &#039;100&#039; (only used if value is empty)&lt;br /&gt;
| delay (in msec)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;117&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_item SET_PICKUP_ITEM]&lt;br /&gt;
| object (item)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;1&#039;: picked up item&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: item for combined command&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;121&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Delete_savegame.2Fautosave DELETE_SAVEGAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: delete savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: delete autosave&lt;br /&gt;
| number of autosave (only used if ActionPartInt = 1)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;123&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_Savegame.2FAutosave_exists_then IF_SAVEGAME_EXISTS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&#039;0&#039;: test selected savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: test any savegame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: test autosave&lt;br /&gt;
| number of autosave (only used if ActionPartInt = 2)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;124&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_character_animation_index SET_CHARACTERANIM_INDEX]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| index&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;125&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished WAITON_SOUND]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| sound file&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;126&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished SET_HORIZONTAL_SCROLLABLE_AREA]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| left border&lt;br /&gt;
| right border&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;127&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Wait_until_sound_is_finished SET_VERTICAL_SCROLLABLE_AREA]&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| upper border&lt;br /&gt;
| lower border&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;130&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Keep_scene_in_memory KEEP_SCENE_IN_MEM]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: keep scene objects and characters&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: keep scene objects&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: keep characters&lt;br /&gt;
| max. number of scene changes to keep sprites&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;131&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_text_and_speech_output SET_TEXT_OUTPUT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: text and speech output&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: only speech output&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: only text output&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;132&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_character_to_position SET_CHARACTER_TO_POSITION]&lt;br /&gt;
| character&lt;br /&gt;
| scene&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate of point&lt;br /&gt;
| y-coordinate of point&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;133&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_way_system CHANGE_WAYSYSTEM]&lt;br /&gt;
| way system&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;134&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_first_animation_frame SET_FIRST_ANIMATION_FRAME]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| first animation frame&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;135&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_last_animation_frame SET_LAST_ANIMATION_FRAME]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| last animation frame&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;136&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_text_speed SET_TEXT_SPEED]&lt;br /&gt;
| value&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| speed in %&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;137&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Call_script CALL_SCRIPT]&lt;br /&gt;
| script&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| function name to call&lt;br /&gt;
|-&lt;br /&gt;
| &#039;138&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Execute_script EXECUTE_SCRIPT]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| script content&lt;br /&gt;
|-&lt;br /&gt;
| &#039;139&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_condition SET_CONDITION]&lt;br /&gt;
| condition&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: true&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: false&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;140&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#If_condition IF_CONDITION]&lt;br /&gt;
| condition&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: true&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: false&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;141&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_cursor SHOW_HIDE_CURSOR]&lt;br /&gt;
| cursor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;142&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_interfaces SHOW_HIDE_INTERFACES]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;143&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Start_stop_earthquake START_STOP_EARTHQUAKE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: start earthquake&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: stop earthquake&lt;br /&gt;
| force (in pixel)&lt;br /&gt;
| speed&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;144&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Begin_end_cutscene BEGIN_END_CUTSCENE]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| &#039;0&#039;: start earthquake&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: stop earthquake&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;145&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Load_save_bookmark LOAD_SAVE_BOOKMARK]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: load bookmark&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: save bookmark&lt;br /&gt;
| number of savegame: &#039;0&#039; - &#039;99&#039;&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: do not save action where this action part is defined.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: also save action where this action part is defined.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;146&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Load_save_game LOAD_SAVE_GAME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: load game&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: save game&lt;br /&gt;
| &lt;br /&gt;
&#039;0&#039;: do not save action where this action part is defined.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: also save action where this action part is defined.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;147&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Change_general_volume SET_VOLUME]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: sound volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: music volume&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: speech volume&amp;lt;br/&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&lt;br /&gt;
| volume (between &#039;0&#039; and &#039;100&#039;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;148&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Call_exit_action CALL_EXIT_ACTION]&lt;br /&gt;
| action&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: call action&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: exit action&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;149&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Preload_animation PRELOAD_UNLOAD_ANIMATION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: preload animation&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: unload animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;150&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Add_remove_item ADD_REMOVE_ITEM]&lt;br /&gt;
| object (item)&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: add item&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: remove item&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: do not scroll items&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: scroll items so that added item is visible (i.e. scroll to end of items because added item is at the end of item list)&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;151&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_next_previous_savegames SCROLL_SAVEGAMES]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: next savegames&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: previous savegames&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;152&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Set_animation_position SET_ANIMATION_POSITION]&lt;br /&gt;
| animation&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| x-coordinate&lt;br /&gt;
| y-coordinate&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: =&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: +=&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: -=&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;153&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Show_hide_snoop_animations SHOW_HIDE_SNOOP_ANIMATIONS]&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: show&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: hide&amp;lt;br/&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;154&#039;: [http://wiki.visionaire2d.net/index.php?title=Actionparts#Preload_unload_character PRELOAD_UNLOAD_CHARACTER]&lt;br /&gt;
| character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
&#039;0&#039;: preload character&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: unload character&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2064</id>
		<title>Data Structure 3.x</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Data_Structure_3.x&amp;diff=2064"/>
		<updated>2009-09-28T20:42:49Z</updated>

		<summary type="html">&lt;p&gt;Timo: /* ActionPart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column &#039;Storage&#039; describes where each field is saved. A field with Storage &#039;V&#039; is saved in the ved-file. If there is a &#039;S&#039; in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type &#039;V&#039;).&lt;br /&gt;
&lt;br /&gt;
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column &#039;Scriptable&#039; next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a &#039;V&#039; followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: &amp;quot;game:getLink(VGameCurrentScene)&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The tables starting with &#039;Active&#039; contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Command which must be active to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionExecutionType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039;: left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;8&#039;: character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;12&#039;: left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;13&#039;: left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;14&#039;: left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;15&#039;: left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;16&#039;: right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;17&#039;: command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;20&#039;: item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;21&#039;: command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;22&#039;: command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;23&#039;: command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;24&#039;: command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;25&#039;: item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;26&#039;: item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;27&#039;: item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;28&#039;: item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;29&#039;: character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;30&#039;: character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionFixture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Item which is necessary to execute this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionAreaPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltInt2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartAltLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartLink&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPartPath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ActionActionPartIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionContinueWaitForEndIfElse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionActionPartStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionPauseTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActionTimerStarted&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;14&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
AnimationActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCalledTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpriteIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCurrentSpritePos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene of currently active frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFirstFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameCount&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total number of frames already shown in the current animation loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLastFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPlayOppositeDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is played backwards.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPreloaded&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaiting&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationWaitingTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ActiveText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
TextActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
True if the text is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextBackground&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextCurrentText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font used for displaying this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextOwner&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on scene where the text is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextRemainingText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Remaining text after TextCurrentText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeElapsed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextTimeToWait&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextWaitForAudio&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;13&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started when the animation is finished.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the direction in degress (&#039;0&#039; - &#039;359&#039;) this animation should be used for (only for character animations).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationLoopRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMirror&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationMove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationNumberOfLoops&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of loops. &#039;0&#039; if it is an endless animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of animation on scene (or interface).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationPropertyFrames&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationReplay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
eReplayNormal (&#039;0&#039;): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse (&#039;1&#039;): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom (&#039;2&#039;): all frames of an animation loop are shown in random order.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationSprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprites&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All sprites of the animation.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationUseIndividualPause&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrame&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Frame number to identify the frame. This is the &#039;n&#039;-th frame (index starting with &#039;0&#039;) of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A sound which will be played when this frame is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the sound (AnimationFrameSound). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AnimationFrameSoundVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the sound (AnimationFrameSound). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either &#039;29&#039; (CharacterEntersArea) or &#039;30&#039; (CharacterLeavesArea)).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
AreaActionExecuteAlways&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;18&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of this button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonActiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is active. If ButtonType is &#039;3&#039; or &#039;6&#039; (command) and this button is currently selected then the button is active. If ButtonType is &#039;1&#039; or &#039;2&#039; (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCommandType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used the button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonNormal): normal command (e.g. &#039;Look at&#039;, &#039;Push&#039;). &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonCombined): combined command (e.g. &#039;Use&#039;, &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonGive): give command (e.g. &#039;Give&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonConjunction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conjunction word for the action text (e.g. &#039;with&#039; in action text &#039;Use item with ...&#039;). Only used if the button is a combined command (ButtonType = &#039;3&#039; or &#039;6&#039; and ButtonCommandType = &#039;1&#039; or &#039;2&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The cursor which is shown if the command is active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonDraggable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is &#039;3&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonGroup&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of commands (ButtonType of the linked buttons must be &#039;3&#039; or &#039;6&#039;) which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonInactiveSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). The name of the command which is shown in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command (&#039;3&#039;) with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUse&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ButtonUseOnCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Only used if button is a command (ButtonType = &#039;3&#039; or &#039;6&#039;) and ButtonUse is &#039;1&#039; or &#039;2&#039;. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;45&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActive&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently active command for this character. The button must have ButtonType = &#039;3&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterActiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for a currently selected dialog part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimIndex&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with &#039;0&#039; (default, use first animation).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterAnimState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Individual character animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: Random animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCommentSets&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSet|CommentSet]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment sets of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentCommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#CommentSet|CommentSet]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterCurrentOutfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Outfit|Outfit]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used outfit.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestination&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Destination where the character is currently walking to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestinationObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the character is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogActiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollUp&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogInactiveScrollDown&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogs&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialogs which can be spoken with this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a background for dialogs.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDialogVerticalSpace&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance between two dialog part selections (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which this character is currently following.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFollowReachDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInactiveDialogFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces currently used for this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items which are picked up by this character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterItemsScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the character (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterOutfits&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Outfit|Outfit]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All outfits of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current position of character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (if field is set and character is walking it will stop walking)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScale&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScaleFactor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Factor in % the character is scaled with. Must be &amp;gt; &#039;0&#039; (default &#039;100&#039;).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene where the character is currently on.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterStartObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterState&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current state of character:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: standing.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes (only set to &#039;2&#039; to stop walking, do not set &#039;3&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterTint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the character in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the character is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the character is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CharacterWalkingSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sound which is played if the character is walking.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntries&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All comment set entries of this comment set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntry&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text for this comment.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CommentSetEntryCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be &#039;3&#039;) then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition1Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionCondition2Negate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionIsVariable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionOperator&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionReturnNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ConditionValue&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorActiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the active cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorHotspot&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point on the cursor which defines the &#039;center&#039; of the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
CursorInactiveAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation of the inactive cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogDialogParts&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All dialog part selections of this dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPart&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAnswerText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartAvailable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartNextDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartRemove&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartReturn&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDialogReturnToUpper): the &#039;upper&#039; dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
DialogPartUseAltText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAlphabet&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontAutoLineBreak&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetters&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontLineWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSpaceWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of space (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite with all characters of the font.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
FontVerticalLetterSpacing&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical distance between two characters (in pixel).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;92&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Game&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAbout&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Long description of game, authors can make additional comments here.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if GameDrawActionText is &#039;1&#039; or &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is &#039;2&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameActiveCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently active command.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlignCharacterOnImExecution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active character will be automatically aligned to the clicked object when an action with execution type &#039;immediate&#039; is executed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAlwaysAllowSkipText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameAutoHideInterfacesInMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCharacterLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All characters of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCommandBehaviour&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is currently controlled by the player (active character).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The object currently below the cursor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCurrentScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene which is currently shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCursors&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All cursors of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameCutsceneAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDescription&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Short description of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationEvent&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: no event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: left mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: right mousebutton click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: left mousebutton double click.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: left mousebutton hold.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: mouse enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039;: mouse leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDestinationItemPicked&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently displayed dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDialogAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Running action which contains the text for the current dialog.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDraggableItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if objects can be dragged from the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if and where the action text is drawn:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eDrawNoActionText): do not draw action text.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameExecuteActionsDuringDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeDelay&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFadeEffect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Effect for fade in/out of a scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eFadeNo): no effect. display new scene immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;6&#039; (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;7&#039; (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFirstScene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Scene|Scene]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFontLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All fonts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameFullScreenIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameGameComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHiddenDialog&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHoldTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Time in milli seconds until the event &#039;Mouse holding&#039; (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameHorizontalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameId&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaces&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interfaces of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceClasses&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All interface classes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameInterfaceComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameIntro&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameItems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All items of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLanguages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All languages of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftDblClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to &#039;3&#039; or &#039;4&#039;. The action is started when the mouse button is released.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftHoldingAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to &#039;3&#039;. The action is started when the mouse button is pressed.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left mouse click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseDblClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what a left double click is used for:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftDblClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHold&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is released.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLeftMouseHolding&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the event &#039;left mouse button hold&#039; is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameLoading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMinificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMagnificationFilter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameMovieComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameObjectFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameParticleContainerLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle systems of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GamePictureCacheSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuake&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeForce&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameQuakeSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameReserved&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Licence number.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightClickAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to &#039;3&#039; or &#039;4&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameRightMouseClick&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSavedObject&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Saved object. An action can be executed on this saved object. (see actionpart &#039;Execute command on saved object&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSaveGameName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Used to store name of current savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneComposedFiles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSceneLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scenes of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScriptLinks&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All scripts of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCenterCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollCharacter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Character|Character]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionHorizontal&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no horizontal scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: currently scrolling to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: currently scrolling to the right.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollDirectionVertical&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical direction the scene is currently scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: currently no vertical scrolling.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: currently scrolling to the top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: currently scrolling to the bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of pixels which will be scrolled in one second.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollToPoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper left corner the current scene is scrolling to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameScrollTo&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameSpeakerTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStandardLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the currently used language.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameStartAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextAlignment&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039; (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039; (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039; (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextOutput&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039; (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039; (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039; (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameTextSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameUsedItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Object|Object]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVersion&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Version number of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameVerticalScrollDistance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
GameWindowResolution&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Screen resolution (e.g. 640x480).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;19&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceActionTextRect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceButtons&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The class this interface belongs to.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The conditions of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDisplacement&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;0&#039;: top.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;1&#039;: bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;2&#039;: left.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;3&#039;: right.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;4&#039;: absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;5&#039;: relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceDrawActionText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceLeaveAction&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceOffset&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is &#039;4&#039; or &#039;5&#039;)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceScrollStepSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; &#039;0&#039; and InterfaceDisplacement is &#039;0&#039;, &#039;1&#039;, &#039;2&#039; or &#039;3&#039;. &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceStandardCommand&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Button|Button]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Button which is the standard command (usually &#039;Walk to&#039;) for this interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The values of the interface.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the interface (and all of its buttons) in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the interface is not visible at all, &#039;100&#039; means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceVisible&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClass&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
InterfaceClassName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language name is defined by name of each language object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Loading&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Music which is played while the loading screen is shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the loading screen.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusCover&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
LoadingStatusSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite for progress bar.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Object&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All animations of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCenter&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectCondition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Condition|Condition]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditionNegate&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The visibility of the object is fading to the visibility defined by this value. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object will not be visible at all (but is still recognized by the cursor), &#039;100&#039; means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectDirection&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsItem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectIsWalkable&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the object (as shown in the action text).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPolygon&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Horizontal scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectScrollFactorY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Vertical scrolling-speed of this object in percent of screen&#039;s scrolling-speed (in %). If &#039;100&#039; then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; &#039;100&#039;), slower (&amp;lt; &#039;100&#039;) or not at all (0).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimation&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Animation|Animation]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSnoopAnimationPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectTimeToDestVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the object.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ObjectVisibility&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Visibility of the object in %. Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means the object is not visible at all (but is still recognized by the cursor), &#039;100&#039; means the object is completely visible (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Outfit&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Person animations, must be started manually.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitCharacterSpeed&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitRandomAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span.&amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitStandingAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Standing animations, shown when person is standing (instead of standing sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitTalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Talk animations.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
OutfitWalkAnimations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Walk animations (including standing sprite).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
ParticleContainer&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Zoom factor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerCameraZPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Z-Position of &#039;camera&#039; for showing particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleContainerParticles&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All particle emitters of this particle system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;54&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Distance of the &#039;camera&#039; to the z-layer.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleCameraZoom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Focal width of &#039;camera&#039;.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTexture&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite used for all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaterialMode&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleTilesY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
X Position of particle emitter.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Y Position of particle emitter.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterWidth/ParticleEmitterHeight/ParticleEmitterDepth).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterWidth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Width of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterHeight&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Height of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleEmitterDepth&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Depth of particle emitter space.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxParticle&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePerTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
New particles per time (with ~66 time units per second).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the X-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticlePhiY&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Opening angle about the Z-axis.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum size of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxVelocity&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum velocity of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Minimum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxLife&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Maximum lifetime of a particle.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMinColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleMaxColor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleActiveStages&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColor3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendColorCurve3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints0&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints2&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleColorControlPoints3&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceType&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;0&#039;: directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;1&#039;: directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;2&#039;: point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceStrength&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Strength of force which affects all particles.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationX&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceRotationZ&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceXPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceYPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceZPos&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleForceBlend&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendSizeCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleSizeControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleLeadTime&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendMaxTile&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesCurve&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ParticleBlendTilesControlPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointPosition&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Position on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointRelations&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Links to connected points for way system.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
PointSize&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Size for character on this point (in %).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Scene&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneActionAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBackgroundMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background music which is played in a loop.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneBrightness&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines the overall brightness of the scene (in %). Must be between &#039;0&#039; and &#039;100&#039;. &#039;0&#039; means this scene (with all its objects and characters) is completely dark (so everything is black), &#039;100&#039; means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneConditions&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All conditions of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneContinueMusic&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCurrentWaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneCursor&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneLightMap&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneIsMenu&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicBalance&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Balance of the background music (SceneBackgroundMusic). Must be between &#039;-100&#039; (only left speaker) and &#039;100&#039; (only right speaker).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneMusicVolume&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Volume of the background music (SceneBackgroundMusic). Must be between &#039;0&#039; (mute) and &#039;100&#039; (full volume).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneName&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The name of the scene (used for name in savegames).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneObjects&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All objects of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneParticleSystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Particle system of the scene which is always shown.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameAreas&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameFont&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Font|Font]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Font which is used for the name of the savegame.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSavegameScrollStep&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollableArea&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneScrollOnEdges&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Background sprite of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneValues&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All values of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SceneWaySystems&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
All way systems of the scene.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ScriptScript&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Script content.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
SpriteSprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Text&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextAll&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#TextLanguage|TextLanguage]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent texts for this text entry.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TextLanguage ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageLanguage&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link to [[#Language|Language]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language of this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageSound&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Voice output file for this text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
TextLanguageText&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Language dependent text.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
ValueInt&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
The current integer value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; class=&amp;quot;scriptable&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandom&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMax&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Upper bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueRandomMin&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Lower bound for random value (see ValueRandom).&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|- class=&amp;quot;scriptable&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
ValueString&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
The current string value.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
Yes&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Table&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Field&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Scriptable&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Storage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystem&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemBorder&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
WaySystemPoints&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
V&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Console_Documentation&amp;diff=1911</id>
		<title>Console Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Console_Documentation&amp;diff=1911"/>
		<updated>2008-10-25T08:55:43Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: == General == The player console can be shown/hidden with the TAB key. It is basically used for faster and easier testing of a game and to test if animations and actions are running and st...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
The player console can be shown/hidden with the TAB key. It is basically used for faster and easier testing of a game and to test if animations and actions are running and stopped as expected. Furthermore, the console makes it easier to find errors in the game. It is only available for non-compiled games (so that already complete games cannot be analysed).&lt;br /&gt;
&lt;br /&gt;
Make sure that the font which is used for the console output contains all necessary special characters (e.g. #&#039;&amp;quot;.,:&amp;gt;!/%()|- ). Otherwise those characters will not be printed and some information is missing.&lt;br /&gt;
&lt;br /&gt;
The keywords are case insensitve (e.g. it makes no difference if you write &#039;SET&#039;, &#039;set&#039; or &#039;Set&#039;). If you are specifying a visionaire object the name is case sensitive. If a name contains spaces then it must be written between quotation marks (e.g. &amp;quot;open door&amp;quot;). If a name contains no spaces it can also be written without quotation marks.&lt;br /&gt;
&lt;br /&gt;
If the output on the console is too big for the screen then the output can be scrolled with the &#039;Page up&#039;/&#039;Page down&#039; keys. If you press &#039;Home&#039;/&#039;End&#039; while holding &#039;Ctrl&#039; the first/last page of the output will be shown. If you press &#039;Arrow up&#039;/&#039;Arrow down&#039; while holding &#039;Alt&#039; the recently entered commands can be shown (so they don&#039;t have to be entered again if you want to execute a command another time).&lt;br /&gt;
&lt;br /&gt;
The console also offers command completion which makes it easier and faster to enter commands. A list of possible options for the current input is shown below the cursor. With the &#039;Arrow up&#039;/&#039;Arrow down&#039; keys you can choose an entry and select it with &#039;Enter&#039; (or TAB key). If you press &#039;Esc&#039; while there are options below the cursor then the box with the possible options disappears. If there are too many options to display there are three dots (&amp;quot;...&amp;quot;) at the bottom to indicate further options.&lt;br /&gt;
&lt;br /&gt;
== Command overview ==&lt;br /&gt;
* &#039;&#039;&#039;CHANGE&#039;&#039;&#039;: used to change current character, scene, etc.&lt;br /&gt;
* &#039;&#039;&#039;SET&#039;&#039;&#039;: used to set objects, properties, etc.&lt;br /&gt;
* &#039;&#039;&#039;PRINT&#039;&#039;&#039;: shows various information on the console output&lt;br /&gt;
* &#039;&#039;&#039;SHOW&#039;&#039;&#039;: shows a visionaire object (character, scene, ...)&lt;br /&gt;
* &#039;&#039;&#039;ADD&#039;&#039;&#039;: adds an item&lt;br /&gt;
* &#039;&#039;&#039;REMOVE&#039;&#039;&#039;: removes an item, action or animation&lt;br /&gt;
* &#039;&#039;&#039;CLEAR&#039;&#039;&#039;: Clears a console property or the log file&lt;br /&gt;
&lt;br /&gt;
== Command detail ==&lt;br /&gt;
&lt;br /&gt;
In this documentation all keywords are written in upper case letters. Words written in lower case letters are names of an object (as shown in the Editor) or have a special meaning. If there are more options for a command then all options are written between square brackets (&#039;[&#039; and &#039;]&#039;) and are separated with a pipe (&#039;|&#039;).&lt;br /&gt;
&lt;br /&gt;
=== CHANGE ===&lt;br /&gt;
====SET CHARACTER character====&lt;br /&gt;
Set the current character (the one which is controlled by the user) and change to the scene of this character.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 CHANGE CHARACTER Mother&lt;br /&gt;
Changes to the character called &#039;Mother&#039;.&lt;br /&gt;
&lt;br /&gt;
====CHANGE SCENE scene [object]====&lt;br /&gt;
Change to a scene and set the current character to the scene object. If there is no given scene object the character will be set to the first object of the scene (as shown in the object list in the Editor).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 CHANGE SCENE Forest Grave&lt;br /&gt;
Change to the scene &#039;Forest&#039; and set the current character to the scene object &#039;Grave&#039;.&lt;br /&gt;
&lt;br /&gt;
=== SET ===&lt;br /&gt;
====SET CONDITION condition [TRUE|FALSE]====&lt;br /&gt;
Set a condition to true or false.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET CONDITION &amp;quot;open door&amp;quot; TRUE&lt;br /&gt;
Sets the condition &amp;quot;open door&amp;quot; to true.&lt;br /&gt;
&lt;br /&gt;
====SET VALUE value number====&lt;br /&gt;
Set a value to a number.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET VALUE account 1000&lt;br /&gt;
Sets the value account to 1000.&lt;br /&gt;
&lt;br /&gt;
====SET CURRENTCHARACTER character====&lt;br /&gt;
Set the current character (the one which is controlled by the user) and change to the scene of this character.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET CURRENTCHARACTER Mother&lt;br /&gt;
Changes to the character called &#039;Mother&#039;.&lt;br /&gt;
&lt;br /&gt;
====SET CHARACTERTOOBJECT character object====&lt;br /&gt;
Set a character to a scene object. The scene object is first searched on the current scene. If not found then all objects of all scenes will be searched.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET CHARACTERTOOBJECT Daniel &amp;quot;locker (closed)&amp;quot;&lt;br /&gt;
Sets the character &#039;Daniel&#039; to the object &#039;locker (closed)&#039;.&lt;br /&gt;
&lt;br /&gt;
====SET CHARACTERTOSCENE character scene====&lt;br /&gt;
Set a character to a scene. The character will be set to the first object (as shown in the object list in the Editor) of the scene.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET CHARACTERTOSCENE Daniel Forest&lt;br /&gt;
Sets the character &#039;Daniel&#039; to the scene &#039;Forest&#039;.&lt;br /&gt;
&lt;br /&gt;
====SET CHARACTERTOSCENEOBJECT character scene Object====&lt;br /&gt;
Set a character to a scene object. The object will be searched on the given scene.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET CHARACTERTOSCENEOBJECT Daniel Forest Road&lt;br /&gt;
Sets the character &#039;Daniel&#039; to the object &#039;Road&#039; on the scene &#039;Forest&#039;.&lt;br /&gt;
&lt;br /&gt;
====SET OUTFIT character outfit====&lt;br /&gt;
Set outfit of a character.&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
 SET OUTFIT Daniel &amp;quot;with hat&amp;quot;&lt;br /&gt;
Sets the outfit &#039;with hat&#039; as the current outfit for the character &#039;Daniel&#039;.&lt;br /&gt;
&lt;br /&gt;
====SET TRACE [ANIMATION|ACTION] [ON|OFF]====&lt;br /&gt;
Enables/Disables extended messages which are written to the log file.&lt;br /&gt;
* &#039;&#039;&#039;ANIMATION&#039;&#039;&#039; messages for starting and stopping animations.&lt;br /&gt;
* &#039;&#039;&#039;ACTION&#039;&#039;&#039; messages for starting and stopping actions.&lt;br /&gt;
* &#039;&#039;&#039;ON&#039;&#039;&#039; enables and &#039;&#039;&#039;OFF&#039;&#039;&#039; disables the selected message type.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLEALPHA alpha====&lt;br /&gt;
Set alpha of console font. alpha must be a number between 0 (= transparent) and 100 (= opaque).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET CONSOLEALPHA 50&lt;br /&gt;
Sets alpha of the console font to half-transparency.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLEFONT fontnr====&lt;br /&gt;
Set font which is used for the console. fontnr is the position of the font in the font list (as shown in the Editor).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET CONSOLEFONT 3&lt;br /&gt;
Sets the third font as the current console font.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLEBGCOLOR color====&lt;br /&gt;
Set the color of the box which is shown under the console output. color is a sequence of 3 hexedecimal color values (each pair represents either red, green or blue). Alternatively the color can also be one of the predefined colors: BLACK, BLUE, CYAN, GRAY, GREEN, DARKBLUE, DARKGREEN, DARKRED, PURPLE, RED, WHITE and YELLOW.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET CONSOLEBGCOLOR FF0040&lt;br /&gt;
Sets the color of the box to red with a light blue touch (red = &#039;FF hex&#039;, green = &#039;00 hex&#039;, blue = &#039;40 hex&#039;). This corresponds to: red = 255, green = 0 and blue = 64.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET CONSOLEBGCOLOR GREEN&lt;br /&gt;
Sets the color of the box to green.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLEBGALPHA alpha====&lt;br /&gt;
Set alpha of the box which is shown under the console output. alpha must be between 0 (= transparent) and 100 (= opaque).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET CONSOLEBGALPHA 20&lt;br /&gt;
Sets the box to a visibility of 20 percent.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLECOMMANDBGCOLOR color====&lt;br /&gt;
Set the color of the box which is shown under the console command line. color is a sequence of 3 hexedecimal color values (each pair represents either red, green or blue). Alternatively the color can also be one of the predefined colors: BLACK, BLUE, CYAN, GRAY, GREEN, DARKBLUE, DARKGREEN, DARKRED, PURPLE, RED, WHITE and YELLOW.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLECOMMANDBGALPHA alpha====&lt;br /&gt;
Set alpha of the box which is shown under the console command line. alpha must be between 0 (= transparent) and 100 (= opaque).&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLETEXTWRAP [ON|OFF]====&lt;br /&gt;
Enables/Disables automatic word wrap of the console output.&lt;br /&gt;
* &#039;&#039;&#039;ON&#039;&#039;&#039; lines which are too long will be split up into multiple lines.&lt;br /&gt;
* &#039;&#039;&#039;OFF&#039;&#039;&#039; lines which are too long will be discarded on the screen edge.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SET CONSOLETEXTWRAP OFF&lt;br /&gt;
Disables automatic word wrap of too long output messages.&lt;br /&gt;
&lt;br /&gt;
===PRINT===&lt;br /&gt;
&lt;br /&gt;
====PRINT ANIMATIONS====&lt;br /&gt;
Print all running animations. This is useful to control if animations of other scenes are still running.&lt;br /&gt;
&lt;br /&gt;
====PRINT ACTIONS====&lt;br /&gt;
Print all running actions. This is useful to control if all actions are running (and stopped) as suggested.&lt;br /&gt;
&lt;br /&gt;
====PRINT CONDITIONS====&lt;br /&gt;
Print all conditions of the game with their current value, sorted by name.&lt;br /&gt;
&lt;br /&gt;
====PRINT VALUES====&lt;br /&gt;
Print all values of the game with their current value, sorted by name.&lt;br /&gt;
&lt;br /&gt;
====PRINT SCENES====&lt;br /&gt;
Print all scenes of the game, sorted by name.&lt;br /&gt;
&lt;br /&gt;
====PRINT CHARACTERS====&lt;br /&gt;
Print all characters of the game, sorted by name.&lt;br /&gt;
&lt;br /&gt;
====PRINT CACHE====&lt;br /&gt;
Shows the contents of the image cache. The cache keeps images in memory (until the cache is full) to speed up loading of images.&lt;br /&gt;
&lt;br /&gt;
====PRINT LOG====&lt;br /&gt;
Print contents of the log file (&#039;messages.log&#039; in projector directory). Please beware that the log file does not get too big (see [[#CLEAR|CLEAR]] command).&lt;br /&gt;
&lt;br /&gt;
====PRINT TEXTURES====&lt;br /&gt;
Print information of the textures which are stored in graphics memory.&lt;br /&gt;
&lt;br /&gt;
====PRINT SOUNDS====&lt;br /&gt;
Print all loaded sounds. The sounds are either currently playing or loaded into memory (e.g. for walking sounds).&lt;br /&gt;
&lt;br /&gt;
===SHOW===&lt;br /&gt;
====SHOW ANIMATIONDETAILS [ON|OFF]====&lt;br /&gt;
Enables display of all currently loaded animations. The selected animation is shown in a rectangle (256x256) where the currently active frame is shown. If display is enabled then the animations can be scrolled with the &#039;Page up&#039;/&#039;Page down&#039; keys. No other output is possible while animations are shown.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SHOW ANIMATIONDETAILS ON&lt;br /&gt;
Enables the display of the animations.&lt;br /&gt;
&lt;br /&gt;
====SHOW OBJECTANIMATION animation====&lt;br /&gt;
Start an animation of a scene object.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SHOW OBJECTANIMATION waterfall water&lt;br /&gt;
Starts the animation &#039;water&#039; which is owned by the scene object &#039;waterfall&#039;.&lt;br /&gt;
&lt;br /&gt;
====SHOW CHARACTERANIMATION character animation====&lt;br /&gt;
Start a character animation. The animation is searched in the given character.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SHOW CHARACTERANIMATION Daniel &amp;quot;waving (front)&amp;quot;&lt;br /&gt;
Starts the animation &#039;waving (front)&#039; of the character &#039;Daniel&#039;.&lt;br /&gt;
&lt;br /&gt;
====SHOW SCENE scene====&lt;br /&gt;
Show a scene. The position of the current character is not changed.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SHOW SCENE Forest&lt;br /&gt;
Shows the scene &#039;Forest&#039;.&lt;br /&gt;
&lt;br /&gt;
====SHOW CHARACTER character====&lt;br /&gt;
Show a character. The current scene will be changed to the scene where the character is on. The current charcter is not changed.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SHOW CHARACTER Mother&lt;br /&gt;
Changes to the scene where the character &#039;Mother&#039; is on.&lt;br /&gt;
&lt;br /&gt;
====SHOW TEXTURES [ON|OFF]====&lt;br /&gt;
Enables display of all textures which are stored in graphics memory. If display is enabled then the textures can be scrolled with the &#039;Page up&#039;/&#039;Page down&#039; keys. No other output is possible while textures are shown.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 SHOW TEXTURES ON&lt;br /&gt;
Enables the display of the textures.&lt;br /&gt;
&lt;br /&gt;
=== ADD ===&lt;br /&gt;
====ADD ITEM item====&lt;br /&gt;
Add the item to the interface of the current character. If the item already exists in the interface then it will not be added a second time.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 ADD ITEM key&lt;br /&gt;
Adds the item &#039;key&#039; to the interface of the current character.&lt;br /&gt;
&lt;br /&gt;
=== REMOVE ===&lt;br /&gt;
====REMOVE ITEM item====&lt;br /&gt;
Removes the item from the interface of the current character. If the item does not exist in the interface then nothing happens.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 REMOVE ITEM key&lt;br /&gt;
Removes the item &#039;key&#039; from the interface of the current character.&lt;br /&gt;
&lt;br /&gt;
===EXEC===&lt;br /&gt;
&lt;br /&gt;
Execute a script command. A detailed description about scriping (including all commands) can be found here TODO Link.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 EXEC setValue(VGameFadeDelay, 1000, &amp;quot;Game&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Sets the fade delay for fading to a new scene to 1000 milli seconds.&lt;br /&gt;
&lt;br /&gt;
===CLEAR===&lt;br /&gt;
&lt;br /&gt;
====CLEAR LOG====&lt;br /&gt;
Clears the complete contents of the log file (&#039;messages.log&#039; in the projector directory).&lt;br /&gt;
&lt;br /&gt;
====CLEAR TRACE [ANIMATION|ACTION]====&lt;br /&gt;
Disables writing extended log messages to the log file. The command is the same as [[#SET_TRACE_.5BANIMATION.7CACTION.5D_.5BON.7COFF.5D|SET TRACE&lt;br /&gt;
[ANIMATION|ACTION] OFF]].&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Visionaire_Manual&amp;diff=1910</id>
		<title>Visionaire Manual</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Visionaire_Manual&amp;diff=1910"/>
		<updated>2008-10-25T08:55:35Z</updated>

		<summary type="html">&lt;p&gt;Timo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[General Structure of the Editor]]&lt;br /&gt;
* [[Basic settings]] and [[Mouse settings]]&lt;br /&gt;
* [[Scenes]] und [[Scene settings]]&lt;br /&gt;
* [[Menus]]&lt;br /&gt;
* [[Action system]] and [[Actionparts]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Game Controls]] with [[Inventory]] and [[Interface english|Interface]] and [[Buttons]]&lt;br /&gt;
* [[Fonts]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* [[Animations]]&lt;br /&gt;
* [[Texts]]&lt;br /&gt;
* [[Mouse Cursors]]&lt;br /&gt;
* [[Languages]]&lt;br /&gt;
* [[Objects]] &lt;br /&gt;
* [[Conditions]]&lt;br /&gt;
* [[Values]]&lt;br /&gt;
* [[ini File]]&lt;br /&gt;
* [[Particles]]&lt;br /&gt;
* [[Multimedia english|Multimedia]]&lt;br /&gt;
* [[Imprint Visionaire 2.x]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Data Structure 3.x]]&lt;br /&gt;
* [[Scripting]]&lt;br /&gt;
* [[Console Documentation]]&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Dokumentation_der_Konsole&amp;diff=1909</id>
		<title>Dokumentation der Konsole</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Dokumentation_der_Konsole&amp;diff=1909"/>
		<updated>2008-10-25T08:54:11Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: == Allgemein == Die Konsole im Player kann mit der TAB-Taste ein- und ausgeblendet werden. Sie dient hauptsächlich zum schnelleren und einfacheren Testen eines Spiels, und zum Überprüfe...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Allgemein ==&lt;br /&gt;
Die Konsole im Player kann mit der TAB-Taste ein- und ausgeblendet&lt;br /&gt;
werden. Sie dient hauptsächlich zum schnelleren und einfacheren Testen&lt;br /&gt;
eines Spiels, und zum Überprüfen ob nicht versehentlich noch Aktionen&lt;br /&gt;
oder Animationen laufen (die bereits beendet sein sollten). Weiters kann&lt;br /&gt;
in der Konsole leichter nach Fehlern gesucht werden. Die Konsole ist nur&lt;br /&gt;
bei nicht kompilierten Spielen  vorhanden (um nicht bereits fertige&lt;br /&gt;
Spiele analysieren zu können).&lt;br /&gt;
&lt;br /&gt;
Es sollte sichergestellt werden, dass die Schriftart welche für die Konsole verwendet wird, alle benötigten Sonderzeichen enthält (z.B.: #&#039;&amp;quot;.,:&amp;gt;!/%()|- ). Ansonsten werden diese Zeichen nicht dargestellt und es gehen möglicherweise wichtige Informationen verloren.&lt;br /&gt;
&lt;br /&gt;
Groß- und Kleinschreibung spielt bei den Schlüsselwörtern der Konsole keine Rolle (z.B. ist es&lt;br /&gt;
egal, ob man &#039;SET&#039;, &#039;set&#039; oder &#039;Set&#039; schreibt). Wenn man allerdings den&lt;br /&gt;
Namen eines Visionaire-Objekts (etwa ein Kulissenobjekt) angibt, ist die&lt;br /&gt;
Groß- und Kleinschreibung von Bedeutung. Wenn ein Name Leerzeichen&lt;br /&gt;
enthält, so muss dieser zwischen doppelten Hochkomma geschrieben werden&lt;br /&gt;
(z.B. &amp;quot;Tür offen&amp;quot;). Wenn ein Name keine Leerzeichen enthält, kann dieser&lt;br /&gt;
auch ohne doppelte Hochkomma geschrieben werden.&lt;br /&gt;
&lt;br /&gt;
Falls die Ausgabe auf der Konsole nicht auf dem Bildschirm Platz findet, kann mit&lt;br /&gt;
den Tasten &#039;Bild rauf&#039; und &#039;Bild runter&#039; die aktuelle Seite der Ausgabe&lt;br /&gt;
&#039;geblättert&#039; werden. Mit &#039;Pos1&#039; / &#039;Ende&#039; und gleichzeitigem Drücken von &#039;Strg&#039; wird die erste/letzte Seite der Ausgabe angezeigt. Mit den Pfeiltasten &#039;Hinauf&#039; / &#039;Hinunter&#039; und gleichzeitigem Drücken von &#039;Alt&#039; kann man die letzten Befehle anzeigen, um diese ohne neuerliche Eingabe ausführen zu können.&lt;br /&gt;
&lt;br /&gt;
Die Konsole enthält auch eine Kommando-Vervollständigung welche das Eingeben von Befehlen wesentlich vereinfacht und beschleunigt. Eine Liste mit allen möglichen Optionen für die aktuelle Eingabe wird unterhalb des Cursors angezeigt. Mit den Pfeiltasten &#039;Hinauf&#039; / &#039;Hinunter&#039; kann man einen Eintrag aus der Liste auswählen und mit &#039;Enter&#039; (oder TAB-Taste) verwenden. Durch drücken von &#039;Esc&#039; werden die Optionen, welche unterhalb des Cursors angezeigt werden, ausgeblendet. Wenn es zuviele Optionen gibt und nicht alle angezeigt werden können, dann sind am Ende der Liste drei Punkte (&amp;quot;...&amp;quot;) angezeigt.&lt;br /&gt;
&lt;br /&gt;
== Übersicht der Kommandos ==&lt;br /&gt;
* &#039;&#039;&#039;CHANGE&#039;&#039;&#039;: Ändern der aktuellen Person, Kulisse, etc.&lt;br /&gt;
* &#039;&#039;&#039;SET&#039;&#039;&#039;: dient zum Setzen div. Objekte, Eigenschaften, etc.&lt;br /&gt;
* &#039;&#039;&#039;PRINT&#039;&#039;&#039;: Ausgabe bestimmter Informationen auf der Konsole&lt;br /&gt;
* &#039;&#039;&#039;SHOW&#039;&#039;&#039;: Zeigen eines Visionaire-Objekts&lt;br /&gt;
* &#039;&#039;&#039;ADD&#039;&#039;&#039;: Hinzufügen von Gegenständen&lt;br /&gt;
* &#039;&#039;&#039;REMOVE&#039;&#039;&#039;: Entfernen von Gegenständen, Aktionen oder Animationen&lt;br /&gt;
* &#039;&#039;&#039;CLEAR&#039;&#039;&#039;: Löschen einer Konsolen-Eigenschaft oder der Log-Datei&lt;br /&gt;
&lt;br /&gt;
== Die Kommandos im Detail ==&lt;br /&gt;
&lt;br /&gt;
In der Hilfe werden Schlüsselwörter nur in Großbuchstaben geschrieben. Wörter die&lt;br /&gt;
Kleinbuchstaben enthalten sind Namen eines Objekts (dies ist jener Name,&lt;br /&gt;
der im Editor sichtbar ist) oder haben eine spezielle Bedeutung. Wenn es&lt;br /&gt;
mehrere Optionen gibt, so sind diese in eckigen Klammern (&#039;[&#039; und &#039;]&#039;)&lt;br /&gt;
geschrieben und werden durch einen senkrechten Strich getrennt (&#039;|&#039;). Wenn ein einzelnes Wort in eckigen Klammern (&#039;[&#039; und &#039;]&#039;) steht dann ist dies ein optionales Argument.&lt;br /&gt;
&lt;br /&gt;
=== CHANGE ===&lt;br /&gt;
====CHANGE CHARACTER Person====&lt;br /&gt;
Setzt die aktuelle Person (jene Person die vom Spieler gesteuert wird) und wechselt zur Kulisse&lt;br /&gt;
dieser Person.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 CHANGE CHARACTER Mother&lt;br /&gt;
Wechselt zur Person mit dem Namen &#039;Mother&#039;.&lt;br /&gt;
&lt;br /&gt;
====CHANGE SCENE Kulisse [Objekt]====&lt;br /&gt;
Wechselt zu einer Kulisse und setzt die aktuelle Person zu dem angegebenen Kulissenobjekt. Falls kein Objekt angegeben wird, wird die Person zu dem ersten Objekt auf der Kulisse gesetzt.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 CHANGE SCENE Forest Grave&lt;br /&gt;
Wechselt zu der Kulisse mit dem Namen &#039;Forest&#039; und setzt die aktuelle Person zu dem Kulissenobjekt mit dem Namen &#039;Grave&#039;.&lt;br /&gt;
&lt;br /&gt;
=== SET ===&lt;br /&gt;
====SET CONDITION Bedingungsname [TRUE|FALSE]====&lt;br /&gt;
Setzt eine Bedingung auf wahr oder falsch.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET CONDITION &amp;quot;Türe offen&amp;quot; TRUE&lt;br /&gt;
Setzt die Bedingung &amp;quot;Türe offen&amp;quot; auf wahr.&lt;br /&gt;
&lt;br /&gt;
====SET VALUE Wertname Wert====&lt;br /&gt;
Setzt einen Wert. Der Wert muss eine Zahl sein.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET VALUE Kontostand 1000&lt;br /&gt;
Setzt den Wert Kontostand auf 1000.&lt;br /&gt;
&lt;br /&gt;
====SET CHARACTERTOOBJECT Person Objekt====&lt;br /&gt;
Setzt eine Person zu einem Kulissenobjekt. Das Objekt wird zuerst auf&lt;br /&gt;
der aktuellen Kulisse gesucht, und falls es nicht gefunden wurde, wird&lt;br /&gt;
es bei allen Kulissenobjekten gesucht.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET CHARACTERTOOBJECT Daniel &amp;quot;Schrank (geschlossen)&amp;quot;&lt;br /&gt;
Setzt die Person mit dem Namen &#039;Daniel&#039; zu dem Objekt &#039;Schrank (geschlossen)&#039;.&lt;br /&gt;
&lt;br /&gt;
====SET CHARACTERTOSCENE Person Kulisse====&lt;br /&gt;
Setzt eine Person zu einer Kulisse. Die Person wird zu dem ersten Objekt in der Kulisse gesetzt.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET CHARACTERTOSCENE Daniel Wald&lt;br /&gt;
Setzt die Person mit dem Namen &#039;Daniel&#039; zu der Kulisse &#039;Wald&#039;.&lt;br /&gt;
&lt;br /&gt;
====SET CHARACTERTOSCENEOBJECT Person Kulisse Objekt====&lt;br /&gt;
Setzt eine Person zu einem Kulissenobjekt. Das Objekt wird auf der angegebenen&lt;br /&gt;
Kulisse gesucht.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET CHARACTERTOSCENEOBJECT Daniel Wald Weg&lt;br /&gt;
Setzt die Person mit dem Namen &#039;Daniel&#039; zu dem Objekt &#039;Weg&#039; auf der Kulisse &#039;Wald&#039;.&lt;br /&gt;
&lt;br /&gt;
====SET OUTFIT Person Outfit====&lt;br /&gt;
Setzt das Outfit einer Person.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET OUTFIT Daniel &amp;quot;mit Hut&amp;quot;&lt;br /&gt;
Setzt das Outfit &#039;mit Hut&#039; als aktuelles Outfit bei der Person &#039;Daniel&#039;.&lt;br /&gt;
&lt;br /&gt;
====SET TRACE [ANIMATION|ACTION] [ON|OFF]====&lt;br /&gt;
Aktiviert/Deaktiviert erweiterte Debug-Meldungen die in die Log-Datei&lt;br /&gt;
geschrieben werden. &lt;br /&gt;
* &#039;&#039;&#039;ANIMATION&#039;&#039;&#039; betrifft Meldungen zum Anzeigen und Beenden von Animationen. &lt;br /&gt;
* &#039;&#039;&#039;ACTION&#039;&#039;&#039; betrifft Meldungen zum Starten und Beenden von Aktionen. &lt;br /&gt;
* &#039;&#039;&#039;ON&#039;&#039;&#039; aktiviert und &#039;&#039;&#039;OFF&#039;&#039;&#039; deaktiviert die ausgewählten Debug-Meldungen.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLEALPHA Alpha====&lt;br /&gt;
Setzt den Alpha-Wert der Konsolenschrift. Alpha muss eine Zahl zwischen 0 (= transparent) und 100&lt;br /&gt;
(= opak) sein.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET CONSOLEALPHA 50&lt;br /&gt;
Setzt die Konsolenschriftart halbdurchlässig (der Hintergrund ist also zur Hälfte noch sichtbar).&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLEFONT Schriftnummer====&lt;br /&gt;
Setzt die Schriftart welche für die Konsole verwendet wird. Schriftnummer ist die Position&lt;br /&gt;
der Schrift in der Liste der Schriftarten (im Editor).&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET CONSOLEFONT 3&lt;br /&gt;
Setzt die 3. Schriftart als aktuelle Konsolenschriftart.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLEBGCOLOR Farbe====&lt;br /&gt;
Setzt die Farbe des Rechtecks welches&lt;br /&gt;
hinter der Konsolenausgabe gezeichnet wird. Die Farbe muss dabei als&lt;br /&gt;
eine Folge von 3 hexadezimalen Farbwerten angegeben werden (jeder dieser&lt;br /&gt;
Farbwerte entspricht dabei entweder Rot, Grün oder Blau). Alternativ kann als Farbe auch einer der vordefinierten Farben verwendet werden: BLACK, BLUE, CYAN, GRAY, GREEN, DARKBLUE, DARKGREEN, DARKRED, PURPLE, RED, WHITE und YELLOW.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET CONSOLEBGCOLOR FF0040&lt;br /&gt;
Setzt die Farbe des Rechtsecks auf eine rote Farbe mit einem leichten Blaustich (Rot = &#039;FF&lt;br /&gt;
hex&#039;, Grün = &#039;00 hex&#039;, Blau = &#039;40 hex&#039;). Dies entspricht: Rot = 255,&lt;br /&gt;
Grün = 0 und Blau = 64.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET CONSOLEBGCOLOR GREEN&lt;br /&gt;
Setzt die Farbe des Rechtsecks auf Grün.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLEBGALPHA Alpha====&lt;br /&gt;
Setzt den Alpha-Wert des Rechtecks&lt;br /&gt;
welches unterhalb der Konsolenausgabe gezeichnet wird. Alpha muss eine&lt;br /&gt;
Zahl zwischen 0 (= transparent) und 100 (= opak) sein.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET CONSOLEBGALPHA 20&lt;br /&gt;
Setzt das Rechteck auf eine Sichtbarkeit von 20%.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLECOMMANDBGCOLOR Farbe====&lt;br /&gt;
Setzt die Farbe des Rechtecks welches hinter der Eingabezeile gezeichnet wird. Die Farbe muss dabei als eine Folge von 3 hexadezimalen Farbwerten angegeben werden (jeder dieser Farbwerte entspricht dabei entweder Rot, Grün oder Blau). Alternativ kann als Farbe auch einer der vordefinierten Farben verwendet werden: BLACK, BLUE, CYAN, GRAY, GREEN, DARKBLUE, DARKGREEN, DARKRED, PURPLE, RED, WHITE und YELLOW.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLECOMMANDBGALPHA Alpha====&lt;br /&gt;
Setzt den Alpha-Wert des Rechtecks welches hinter der Eingabezeile gezeichnet wird. Alpha muss eine&lt;br /&gt;
Zahl zwischen 0 (= transparent) und 100 (= opak) sein.&lt;br /&gt;
&lt;br /&gt;
====SET CONSOLETEXTWRAP [ON|OFF]====&lt;br /&gt;
Aktiviert/Deaktiviert den automatischen Zeilenumbruch von Ausgabezeilen auf der Konsole. &lt;br /&gt;
* Mit &#039;&#039;&#039;ON&#039;&#039;&#039; werden zu lange Zeilen automatisch auf mehrere Zeilen aufgeteilt.&lt;br /&gt;
* Mit &#039;&#039;&#039;OFF&#039;&#039;&#039; werden zulange Zeilen bei der Ausgabe abgeschnitten.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SET CONSOLETEXTWRAP OFF&lt;br /&gt;
Deaktiviert den automatischen Zeilenumbruch von zulangen Ausgabezeilen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PRINT===&lt;br /&gt;
&lt;br /&gt;
====PRINT ANIMATIONS====&lt;br /&gt;
Gibt alle laufenden Animationen aus. Dies ist z.B. nützlich um zu überprüfen ob&lt;br /&gt;
noch Animationen auf anderen Kulissen laufen.&lt;br /&gt;
&lt;br /&gt;
====PRINT ACTIONS====&lt;br /&gt;
Gibt alle laufenden Aktionen aus. Dies ist z.B. nützlich um zu überprüfen ob noch&lt;br /&gt;
Aktionen laufen, von denen man eigentlich angenommen hatte, dass sie&lt;br /&gt;
bereits beendet sind.&lt;br /&gt;
&lt;br /&gt;
====PRINT CACHE====&lt;br /&gt;
Gibt den Inhalt des Bilder-Cache aus. Der Cache&lt;br /&gt;
enthält Grafikdateien die im Speicher aufbewahrt werden (bis der Cache&lt;br /&gt;
voll ist) um das Laden von Bildern zu beschleunigen.&lt;br /&gt;
&lt;br /&gt;
====PRINT CONDITIONS====&lt;br /&gt;
Gibt alle Bedingungen des Spiels aus, sortiert nach Namen.&lt;br /&gt;
&lt;br /&gt;
====PRINT VALUES====&lt;br /&gt;
Gibt alle Werte des Spiels aus, sortiert nach Namen.&lt;br /&gt;
&lt;br /&gt;
====PRINT SCENES====&lt;br /&gt;
Gibt alle Kulissen des Spiels aus, sortiert nach Namen.&lt;br /&gt;
&lt;br /&gt;
====PRINT CHARACTERS====&lt;br /&gt;
Gibt alle Personen des Spiels aus, sortiert nach Namen.&lt;br /&gt;
&lt;br /&gt;
====PRINT LOG====&lt;br /&gt;
Gibt den Inhalt der Log-Datei (&#039;messages.log&#039; im Projektor-Verzeichnis) auf der Konsole aus.&lt;br /&gt;
Es sollte darauf geachtet werden, dass die Log-Datei nicht zu groß ist&lt;br /&gt;
(siehe [[#CLEAR|CLEAR]] Kommando).&lt;br /&gt;
&lt;br /&gt;
====PRINT TEXTURES====&lt;br /&gt;
Gibt Informationen zu den Texturen,&lt;br /&gt;
die auf der Grafikkarte gespeichert sind, aus.&lt;br /&gt;
&lt;br /&gt;
====PRINT SOUNDS====&lt;br /&gt;
Gibt alle geladenen Sounds aus. Die Sounds werden entweder gerade abgespielt, oder sind im Speicher geladen (z.B. Schrittgeräusche).&lt;br /&gt;
&lt;br /&gt;
===SHOW===&lt;br /&gt;
====SHOW ANIMATIONDETAILS [ON|OFF]====&lt;br /&gt;
Ermöglicht die Anzeige aller momentan geladenen Animationen. Die ausgewählte Animation wird in einem Rechteck (256x256) angezeigt, wobei jenes Bild gezeigt wird welches gerade aktiv ist. Wenn die Anzeige aktiviert ist, kann mit &#039;Bild rauf&#039; und &#039;Bild runter&#039; die aktuelle Animation geändert werden. Während die Animationen angezeigt werden, ist keine andere Ausgabe möglich.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SHOW ANIMATIONDETAILS ON&lt;br /&gt;
Aktiviert die Anzeige der Animationen.&lt;br /&gt;
&lt;br /&gt;
====SHOW OBJECTANIMATION Objekt Animation====&lt;br /&gt;
Startet die angegebene Animation eines Kulissenobjekts.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SHOW OBJECTANIMATION Wasserfall Wasser&lt;br /&gt;
Startet die Animation mit dem Namen &#039;Wasser&#039; welche zum Objekt &#039;Wasserfall&#039; gehört.&lt;br /&gt;
&lt;br /&gt;
====SHOW CHARACTERANIMATION Person Animation====&lt;br /&gt;
Startet eine Personenanimation. Die Animation wird bei der angegebenen Person&lt;br /&gt;
gesucht.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SHOW CHARACTERANIMATION Daniel &amp;quot;Blinzeln vorne&amp;quot;&lt;br /&gt;
Startet die Animation &#039;Blinzeln vorne&#039; der Person &#039;Daniel&#039;.&lt;br /&gt;
&lt;br /&gt;
====SHOW SCENE Kulisse====&lt;br /&gt;
Zeigt eine Kulisse. Die aktive Person wird dabei aber nicht gesetzt.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SHOW SCENE Wald&lt;br /&gt;
Zeigt die Kulisse mit dem Namen &#039;Wald&#039;.&lt;br /&gt;
&lt;br /&gt;
====SHOW CHARACTER Person====&lt;br /&gt;
Zeigt eine Person. Es wird zur Kulisse der&lt;br /&gt;
angegebenen Person gewechselt. Die aktive Person wird dabei aber nicht&lt;br /&gt;
gewechselt.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SHOW CHARACTER Mother&lt;br /&gt;
Wechselt zur Kulisse auf der sich die Person &#039;Mother&#039; befindet.&lt;br /&gt;
&lt;br /&gt;
====SHOW TEXTURES [ON|OFF]====&lt;br /&gt;
Ermöglicht die Anzeige der Texturen wie sie auf der Grafikkarte&lt;br /&gt;
gespeichert werden. Wenn die Anzeige aktiviert ist, kann mit &#039;Bild rauf&#039;&lt;br /&gt;
und &#039;Bild runter&#039; die aktuell angezeigte Textur geändert werden. Während Texturen angezeigt werden, ist keine andere Ausgabe möglich.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 SHOW TEXTURES ON&lt;br /&gt;
Aktiviert die Anzeige der Texturen.&lt;br /&gt;
&lt;br /&gt;
===ADD===&lt;br /&gt;
====ADD ITEM Gegenstand====&lt;br /&gt;
Fügt einen Gegenstand zum Interface der aktuellen Person hinzu. Wenn der Gegenstand bereits im Interface der aktuellen Person vorhanden ist, wird der Gegenstand kein zweites Mal mehr hinzugefügt.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 ADD ITEM Schlüssel&lt;br /&gt;
Fügt den Gegenstand &#039;Schlüssel&#039; zum Interface der aktuellen Person hinzu.&lt;br /&gt;
&lt;br /&gt;
===REMOVE===&lt;br /&gt;
====REMOVE ITEM Gegenstand====&lt;br /&gt;
Entfernt einen Gegenstand aus dem Interface der aktuellen Person. Wenn der Gegenstand nicht im Interface der aktuellen Person vorhanden ist, passiert nichts.&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 REMOVE ITEM Schlüssel&lt;br /&gt;
Entfernt den Gegenstand &#039;Schlüssel&#039; aus dem Interface der aktuellen Person.&lt;br /&gt;
&lt;br /&gt;
===EXEC===&lt;br /&gt;
&lt;br /&gt;
Führt einen Skript-Befehl aus. Genauere Beschreibung zum Skripting (inkl. aller Befehle) siehe TODO Link (Dokumentation in Englisch).&lt;br /&gt;
&lt;br /&gt;
Beispiel:&lt;br /&gt;
 EXEC setValue(VGameFadeDelay, 1000, &amp;quot;Game&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Setzt die Einblendverzögerung für eine Kulissenüberblendung auf 1000 Millisekunden.&lt;br /&gt;
&lt;br /&gt;
===CLEAR===&lt;br /&gt;
&lt;br /&gt;
====CLEAR LOG====&lt;br /&gt;
Löscht den gesamten Inhalt der Log-Datei (&#039;messages.log&#039; im Projektor-Verzeichnis).&lt;br /&gt;
&lt;br /&gt;
====CLEAR TRACE [ANIMATION|ACTION]====&lt;br /&gt;
Deaktiviert erweiterte Debug-Meldungen die in die Log-Datei geschrieben werden. Der Befehl hat&lt;br /&gt;
die gleiche Auswirkung wie [[#SET_TRACE_.5BANIMATION.7CACTION.5D_.5BON.7COFF.5D|SET TRACE&lt;br /&gt;
[ANIMATION|ACTION] OFF]].&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Visionaire_Handbuch&amp;diff=1908</id>
		<title>Visionaire Handbuch</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Visionaire_Handbuch&amp;diff=1908"/>
		<updated>2008-10-25T08:53:59Z</updated>

		<summary type="html">&lt;p&gt;Timo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Aufbau des Editors]]&lt;br /&gt;
* [[Grundeinstellungen]] und [[Mauseinstellungen]]&lt;br /&gt;
* [[Kulisse]] und [[Kulisseneinstellungen]]&lt;br /&gt;
* [[Menü]]&lt;br /&gt;
* [[Aktionssystem]] und [[Aktionsteile]]&lt;br /&gt;
* [[Personen]]&lt;br /&gt;
* [[Spielsteuerung]] mit [[Inventar]] und [[Interface]] und [[Schalter]]&lt;br /&gt;
* [[Schriftfonts]]&lt;br /&gt;
* [[Gegenstände]]&lt;br /&gt;
* [[Animationen]]&lt;br /&gt;
* [[Texte]]&lt;br /&gt;
* [[Mauszeiger]]&lt;br /&gt;
* [[Sprachen]]&lt;br /&gt;
* [[Objekte]] &lt;br /&gt;
* [[Bedingungen]]&lt;br /&gt;
* [[Werte]]&lt;br /&gt;
* [[ini Datei]]&lt;br /&gt;
* [[Partikelsysteme]]&lt;br /&gt;
* [[Multimedia]]&lt;br /&gt;
* [[Impressum Visionaire 2.x]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Data Structure 3.x|Datenstruktur 3.x (englisch)]]&lt;br /&gt;
* [[Scripting|Dokumentation der Skriptbefehle (englisch)]]&lt;br /&gt;
* [[Dokumentation der Konsole]]&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=INVALID_DataStructCmds&amp;diff=1907</id>
		<title>INVALID DataStructCmds</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=INVALID_DataStructCmds&amp;diff=1907"/>
		<updated>2008-10-25T08:51:09Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=DataStructCmds&amp;diff=1906</id>
		<title>DataStructCmds</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=DataStructCmds&amp;diff=1906"/>
		<updated>2008-10-25T08:50:25Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=SetValue&amp;diff=1905</id>
		<title>SetValue</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=SetValue&amp;diff=1905"/>
		<updated>2008-10-25T08:50:06Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=SetName&amp;diff=1904</id>
		<title>SetName</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=SetName&amp;diff=1904"/>
		<updated>2008-10-25T08:49:51Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=SelectObject&amp;diff=1903</id>
		<title>SelectObject</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=SelectObject&amp;diff=1903"/>
		<updated>2008-10-25T08:49:43Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=RemoveValue&amp;diff=1902</id>
		<title>RemoveValue</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=RemoveValue&amp;diff=1902"/>
		<updated>2008-10-25T08:49:34Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=RemoveLink&amp;diff=1901</id>
		<title>RemoveLink</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=RemoveLink&amp;diff=1901"/>
		<updated>2008-10-25T08:49:26Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=PasteObjects&amp;diff=1900</id>
		<title>PasteObjects</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=PasteObjects&amp;diff=1900"/>
		<updated>2008-10-25T08:49:16Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=InsertValue&amp;diff=1899</id>
		<title>InsertValue</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=InsertValue&amp;diff=1899"/>
		<updated>2008-10-25T08:49:06Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=GetString&amp;diff=1898</id>
		<title>GetString</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=GetString&amp;diff=1898"/>
		<updated>2008-10-25T08:48:54Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=DuplicateObject&amp;diff=1897</id>
		<title>DuplicateObject</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=DuplicateObject&amp;diff=1897"/>
		<updated>2008-10-25T08:48:44Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=DeleteObject&amp;diff=1896</id>
		<title>DeleteObject</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=DeleteObject&amp;diff=1896"/>
		<updated>2008-10-25T08:48:36Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=CreateObject&amp;diff=1895</id>
		<title>CreateObject</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=CreateObject&amp;diff=1895"/>
		<updated>2008-10-25T08:48:25Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=CopyObjects&amp;diff=1894</id>
		<title>CopyObjects</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=CopyObjects&amp;diff=1894"/>
		<updated>2008-10-25T08:48:16Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=ClearValue&amp;diff=1893</id>
		<title>ClearValue</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=ClearValue&amp;diff=1893"/>
		<updated>2008-10-25T08:48:06Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=ChangeOrder&amp;diff=1892</id>
		<title>ChangeOrder</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=ChangeOrder&amp;diff=1892"/>
		<updated>2008-10-25T08:47:56Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=AddLink&amp;diff=1891</id>
		<title>AddLink</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=AddLink&amp;diff=1891"/>
		<updated>2008-10-25T08:47:44Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=UIScriptingCmds&amp;diff=1890</id>
		<title>UIScriptingCmds</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=UIScriptingCmds&amp;diff=1890"/>
		<updated>2008-10-25T08:47:31Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=DestroyChildren&amp;diff=1889</id>
		<title>DestroyChildren</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=DestroyChildren&amp;diff=1889"/>
		<updated>2008-10-25T08:47:16Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=CreateSelectionContext&amp;diff=1888</id>
		<title>CreateSelectionContext</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=CreateSelectionContext&amp;diff=1888"/>
		<updated>2008-10-25T08:47:05Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=ComboBox&amp;diff=1887</id>
		<title>ComboBox</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=ComboBox&amp;diff=1887"/>
		<updated>2008-10-25T08:46:52Z</updated>

		<summary type="html">&lt;p&gt;Timo: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=DataStructCmds&amp;diff=1886</id>
		<title>DataStructCmds</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=DataStructCmds&amp;diff=1886"/>
		<updated>2008-10-25T08:46:02Z</updated>

		<summary type="html">&lt;p&gt;Timo: DataStructCmds moved to INVALID DataStructCmds: this only is valid for scripting inside the editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[INVALID DataStructCmds]]&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=INVALID_DataStructCmds&amp;diff=1885</id>
		<title>INVALID DataStructCmds</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=INVALID_DataStructCmds&amp;diff=1885"/>
		<updated>2008-10-25T08:46:02Z</updated>

		<summary type="html">&lt;p&gt;Timo: DataStructCmds moved to INVALID DataStructCmds: this only is valid for scripting inside the editor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[addLink]]&lt;br /&gt;
*[[changeOrder]]&lt;br /&gt;
*[[clearValue]]&lt;br /&gt;
*[[copyObjects]]&lt;br /&gt;
*[[createObject]]&lt;br /&gt;
*[[deleteObject]]&lt;br /&gt;
*[[duplicateObject]]&lt;br /&gt;
*[[getString]]&lt;br /&gt;
*[[insertValue]]&lt;br /&gt;
*[[pasteObjects]]&lt;br /&gt;
*[[removeLink]]&lt;br /&gt;
*[[removeValue]]&lt;br /&gt;
*[[selectObject]]&lt;br /&gt;
*[[setName]]&lt;br /&gt;
*[[setValue]]&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=Scripting&amp;diff=1884</id>
		<title>Scripting</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=Scripting&amp;diff=1884"/>
		<updated>2008-10-25T08:43:34Z</updated>

		<summary type="html">&lt;p&gt;Timo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
&lt;br /&gt;
Visionaire 3.0 comes with a Scripting language which is a combination of Lua (http://www.lua.org) and a Visionaire Object Model. The object model is used to access the Visionaire data structure in a convinient way. Almost every instance in Visionaire is represented as an object (e.g. scene, character, interface, ...) which can be manipulated through the scripting language.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Online documentation about scripting Language:&lt;br /&gt;
* Programming in Lua: http://www.lua.org/pil/index.html&lt;br /&gt;
* Reference Manual: http://www.lua.org/manual/5.1/&lt;br /&gt;
&lt;br /&gt;
== Visionaire Object Model ==&lt;br /&gt;
&lt;br /&gt;
All objects can be accessed and manipulated through the scripting language. All objects of the same type (e.g. scene or button) are stored in one table. The properties of an object can be accessed by defined fields for the specific table. All objects and its fields are documented in [[Data Structure 3.x|Visionaire Data Structure]].&lt;br /&gt;
&lt;br /&gt;
The field types of the data structure are mapped to Lua types in the following way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Field Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Lua Type&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_link&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
userdata ([[#VisionaireObject|VisionaireObject]]) or string which describes the object path. See [[#Accessing_an_object|object access]] for description of the object path.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_links&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (array) with Visionaire Objects (userdata or string, see t_link above) elements, each entry referencing one Visionaire Object.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_int&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
number (integer)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_float&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
number&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_bool&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
number (boolean)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_point&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with elements &amp;quot;x&amp;quot; and &amp;quot;y&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_rect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with elements &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;width&amp;quot; and &amp;quot;height&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
string&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_path&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
string&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_sprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table (with element &amp;quot;path&amp;quot; and optional elements &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, &amp;quot;cutting&amp;quot; (t_rect) and &amp;quot;transparent&amp;quot; (t_point))&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with number (integer) elements&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vfloat&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with number (float) elements&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpoint&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_point elements&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vrect&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_rect elements&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vstring&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with string elements&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vpath&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_path elements&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
t_vsprite&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
table with t_sprite elements&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now follows a list of all objects and its methods and all exported functions.&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
==== VisionaireObject ====&lt;br /&gt;
&lt;br /&gt;
=== Functions ===&lt;br /&gt;
==== getObject ====&lt;br /&gt;
&lt;br /&gt;
Returns a VisionaireObject (userdata) which matches the given path.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;gruen&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Parameter&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Lua Type&#039;&#039;&#039;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Parameter #1&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
string&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Path which describes the object storage. See [[#Accessing_an_object|object access]] for description of the path.&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
Return value&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
userdata (VisionaireObject)&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
VisionaireObject or nil if object was not found.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 daniel = getObject(&amp;quot;Characters[Daniel]&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
== Accessing an object ==&lt;br /&gt;
&lt;br /&gt;
Whenever an object path is needed you can specify it the following way:&amp;lt;br&amp;gt;&lt;br /&gt;
1. start with a Table (as is shown in the table column of the Visionaire Data Structure).&amp;lt;br&amp;gt;&lt;br /&gt;
2. if this table is not &amp;quot;Game&amp;quot; (this table has only one object) then you have to write the name of the object inside bracktes (&#039;[&#039; and &#039;]&#039;).&amp;lt;br&amp;gt;&lt;br /&gt;
3. either goto 7. or continue with 4.&amp;lt;br&amp;gt;&lt;br /&gt;
4. write a dot &#039;.&#039; and then a fieldname of this object (the field type must either be t_link or t_links).&amp;lt;br&amp;gt;&lt;br /&gt;
5. if the field type is t_links then goto 2., else goto 6.&amp;lt;br&amp;gt;&lt;br /&gt;
6. either goto 7. or goto 4. (access another link)&amp;lt;br&amp;gt;&lt;br /&gt;
7. done. A valid object is specified.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
 Game.CharacterLinks[Tom]&lt;br /&gt;
&lt;br /&gt;
 Scene[Room].SceneObjects[start].SceneConditions[game started?]&lt;br /&gt;
&lt;br /&gt;
 Character[Tom].CharacterInterfaces[Tom-MI3]&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can also access an object by its table-id and object-id. It can be specified by a tuple:&amp;lt;br&amp;gt;&lt;br /&gt;
(table-id,object-id)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 (0,6)&lt;br /&gt;
&lt;br /&gt;
Selects the object with id 6 from table 0 (characters).&lt;br /&gt;
&lt;br /&gt;
== Commands  ==&lt;br /&gt;
&lt;br /&gt;
* [[VisObjectCmds|Object access]]&lt;br /&gt;
&lt;br /&gt;
=== Commands for Visionaire Player only ===&lt;br /&gt;
&lt;br /&gt;
* [[VisPlayerCmds|Player commands]]&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=DestroyChildren&amp;diff=1883</id>
		<title>DestroyChildren</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=DestroyChildren&amp;diff=1883"/>
		<updated>2008-10-25T08:42:14Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: ==destroyChildren== Destroys all children of a window.  If the window is a notebook all pages are removed.  Lua Syntax: &amp;lt;pre&amp;gt;destroyChildren( [windowName])&amp;lt;/pre&amp;gt; ===Arguments=== ====window...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==destroyChildren==&lt;br /&gt;
Destroys all children of a window.&lt;br /&gt;
&lt;br /&gt;
If the window is a notebook all pages are removed.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;destroyChildren( [windowName])&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Arguments===&lt;br /&gt;
====windowName====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;string&amp;quot;&#039;&#039;&#039; - Name of a window from which you want to remove all child-windows/controls.&lt;br /&gt;
===Flags===&lt;br /&gt;
===Return Values===&lt;br /&gt;
None.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=CreateSelectionContext&amp;diff=1882</id>
		<title>CreateSelectionContext</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=CreateSelectionContext&amp;diff=1882"/>
		<updated>2008-10-25T08:41:58Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: ==createSelectionContext== Connects the selection of two controls.  When connected, the destination control is notified about changes to the selection in the source control.  Lua Syntax: &amp;lt;...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==createSelectionContext==&lt;br /&gt;
Connects the selection of two controls.&lt;br /&gt;
&lt;br /&gt;
When connected, the destination control is notified about changes to the selection in the source control.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;createSelectionContext(window2, window1 [, bidirectional])&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Arguments===&lt;br /&gt;
====window2====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;string&amp;quot;&#039;&#039;&#039; - The source control, the destination control is notified about changes in this control.&lt;br /&gt;
====window1====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;string&amp;quot;&#039;&#039;&#039; - The destination control.&lt;br /&gt;
====bidirectional====&lt;br /&gt;
:&#039;&#039;&#039;true|false&#039;&#039;&#039; - If given the first control is also notified about changes in second control.&lt;br /&gt;
===Flags===&lt;br /&gt;
===Return Values===&lt;br /&gt;
None.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=ComboBox&amp;diff=1881</id>
		<title>ComboBox</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=ComboBox&amp;diff=1881"/>
		<updated>2008-10-25T08:41:39Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: ==comboBox== Creates a combo-box.  Lua Syntax: &amp;lt;pre&amp;gt;comboBox( [windowName], {flags=1,      position = {x=int,y=int},      size = {x=int,y=int},      border = &amp;quot;[lrtb] width&amp;quot;,      align = &amp;quot;...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==comboBox==&lt;br /&gt;
Creates a combo-box.&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;comboBox( [windowName], {flags=1, &lt;br /&gt;
    position = {x=int,y=int}, &lt;br /&gt;
    size = {x=int,y=int}, &lt;br /&gt;
    border = &amp;quot;[lrtb] width&amp;quot;, &lt;br /&gt;
    align = &amp;quot;left&amp;quot;|&amp;quot;right&amp;quot;|&amp;quot;center&amp;quot;|&amp;quot;top&amp;quot;|&amp;quot;bottom&amp;quot;, &lt;br /&gt;
    expand = &amp;quot;shaped&amp;quot;, &lt;br /&gt;
    proportion = int})&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Arguments===&lt;br /&gt;
====windowName====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;string&amp;quot;&#039;&#039;&#039; - Name of the new control. If omitted a unique name is generated automatically.&lt;br /&gt;
===Flags===&lt;br /&gt;
====pos/position====&lt;br /&gt;
&lt;br /&gt;
:Specifies the position of the window.&lt;br /&gt;
====sz/size====&lt;br /&gt;
&lt;br /&gt;
:Specifies the size of the window.&lt;br /&gt;
====b/border====&lt;br /&gt;
&lt;br /&gt;
:This flag specifies to which side(s) of the control a border will be applied to.&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;[lrtb] width&amp;quot;&#039;&#039;&#039; - First group is a string combining characters standing for &#039;left&#039;, &#039;right&#039;, &#039;top&#039; and &#039;bottom&#039; side.After a space the width of the border in pixel is specified.&lt;br /&gt;
====al/align====&lt;br /&gt;
&lt;br /&gt;
:Specifies the alignment of the item within the space allotted to it by the layout.&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;left&amp;quot;|&amp;quot;right&amp;quot;|&amp;quot;center&amp;quot;|&amp;quot;top&amp;quot;|&amp;quot;bottom&amp;quot;&#039;&#039;&#039; - Alignment of control. Top- and bottom-align only makes sense in a row-layout, left- and right-align in a column layout.&lt;br /&gt;
====exp/expand====&lt;br /&gt;
&lt;br /&gt;
:Specifies whether the item will be expanded to fill the space assigned to the item.&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;shaped&amp;quot;&#039;&#039;&#039; - With this argument the item will be expanded as much as possible while also maintaining its aspect ratio&lt;br /&gt;
====p/proportion====&lt;br /&gt;
&lt;br /&gt;
:Used in row- and column-layout to indicate if a child of a layout can change its size in the main orientation of the layout - where 0 stands for not changeable and a value of more than zero is interpreted relative to the value of other children of the same layout.&lt;br /&gt;
===Return Values===&lt;br /&gt;
;String&lt;br /&gt;
:Name of the new control.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=UIScriptingCmds&amp;diff=1880</id>
		<title>UIScriptingCmds</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=UIScriptingCmds&amp;diff=1880"/>
		<updated>2008-10-25T08:41:24Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: *comboBox *createSelectionContext *destroyChildren *editor *eventLabel *horizontalLayout *items *notebook *objectList *panel *setParent *[[showW...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[comboBox]]&lt;br /&gt;
*[[createSelectionContext]]&lt;br /&gt;
*[[destroyChildren]]&lt;br /&gt;
*[[editor]]&lt;br /&gt;
*[[eventLabel]]&lt;br /&gt;
*[[horizontalLayout]]&lt;br /&gt;
*[[items]]&lt;br /&gt;
*[[notebook]]&lt;br /&gt;
*[[objectList]]&lt;br /&gt;
*[[panel]]&lt;br /&gt;
*[[setParent]]&lt;br /&gt;
*[[showWindow]]&lt;br /&gt;
*[[splitter]]&lt;br /&gt;
*[[tool]]&lt;br /&gt;
*[[toolbar]]&lt;br /&gt;
*[[toolbox]]&lt;br /&gt;
*[[toolButtons]]&lt;br /&gt;
*[[toolParams]]&lt;br /&gt;
*[[verticalLayout]]&lt;br /&gt;
*[[visObjLabel]]&lt;br /&gt;
*[[window]]&lt;br /&gt;
*[[workspace]]&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=SetValue&amp;diff=1879</id>
		<title>SetValue</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=SetValue&amp;diff=1879"/>
		<updated>2008-10-25T08:40:46Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: ==setValue==   Lua Syntax: &amp;lt;pre&amp;gt;setValue(field, value, {flags=1,      index = int})&amp;lt;/pre&amp;gt; ===Arguments=== ====field==== :&amp;#039;&amp;#039;&amp;#039;int&amp;#039;&amp;#039;&amp;#039; - Data field which will be set. ====value==== :&amp;#039;&amp;#039;&amp;#039;VARIANT...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==setValue==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;setValue(field, value, {flags=1, &lt;br /&gt;
    index = int})&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Arguments===&lt;br /&gt;
====field====&lt;br /&gt;
:&#039;&#039;&#039;int&#039;&#039;&#039; - Data field which will be set.&lt;br /&gt;
====value====&lt;br /&gt;
:&#039;&#039;&#039;VARIANT&#039;&#039;&#039; - Value to set. The type of the value must match the type of the field. E.g. if the field type is t_int then the value type must also be t_int.&lt;br /&gt;
===Flags===&lt;br /&gt;
====i/index====&lt;br /&gt;
&lt;br /&gt;
:If specified then an existing list element at the given index will modified. In this case the field type must be of a list-type (t_vint, t_links, ...).&lt;br /&gt;
===Return Values===&lt;br /&gt;
None.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=SetName&amp;diff=1878</id>
		<title>SetName</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=SetName&amp;diff=1878"/>
		<updated>2008-10-25T08:40:27Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: ==setName==   Lua Syntax: &amp;lt;pre&amp;gt;setName(object, name)&amp;lt;/pre&amp;gt; ===Arguments=== ====object==== :&amp;#039;&amp;#039;&amp;#039;&amp;quot;object path&amp;quot;|&amp;quot;object id&amp;quot;|object&amp;#039;&amp;#039;&amp;#039; - Specifies an object to rename. ====name==== :&amp;#039;&amp;#039;&amp;#039;&amp;quot;string&amp;quot;...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==setName==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;setName(object, name)&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Arguments===&lt;br /&gt;
====object====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;object path&amp;quot;|&amp;quot;object id&amp;quot;|object&#039;&#039;&#039; - Specifies an object to rename.&lt;br /&gt;
====name====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;string&amp;quot;&#039;&#039;&#039; - The new name of the object.&lt;br /&gt;
===Flags===&lt;br /&gt;
===Return Values===&lt;br /&gt;
None.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=SelectObject&amp;diff=1877</id>
		<title>SelectObject</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=SelectObject&amp;diff=1877"/>
		<updated>2008-10-25T08:40:10Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: ==selectObject==   Lua Syntax: &amp;lt;pre&amp;gt;selectObject(object)&amp;lt;/pre&amp;gt; ===Arguments=== ====object==== :&amp;#039;&amp;#039;&amp;#039;&amp;quot;object path&amp;quot;|&amp;quot;object id&amp;quot;|object&amp;#039;&amp;#039;&amp;#039; - Selects an object as the default object. This object...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==selectObject==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;selectObject(object)&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Arguments===&lt;br /&gt;
====object====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;object path&amp;quot;|&amp;quot;object id&amp;quot;|object&#039;&#039;&#039; - Selects an object as the default object. This object can then be used for other commands which specify no explicit object.&lt;br /&gt;
===Flags===&lt;br /&gt;
===Return Values===&lt;br /&gt;
None.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=RemoveValue&amp;diff=1876</id>
		<title>RemoveValue</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=RemoveValue&amp;diff=1876"/>
		<updated>2008-10-25T08:39:53Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: ==removeValue==   Lua Syntax: &amp;lt;pre&amp;gt;removeValue(field [, object], {flags=1,      index = int})&amp;lt;/pre&amp;gt; ===Arguments=== ====field==== :&amp;#039;&amp;#039;&amp;#039;int&amp;#039;&amp;#039;&amp;#039; - A data field which must be of a list-type (t_...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==removeValue==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;removeValue(field [, object], {flags=1, &lt;br /&gt;
    index = int})&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Arguments===&lt;br /&gt;
====field====&lt;br /&gt;
:&#039;&#039;&#039;int&#039;&#039;&#039; - A data field which must be of a list-type (t_vint, t_links, ...) where a value will be removed.&lt;br /&gt;
====object====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;object path&amp;quot;|&amp;quot;object id&amp;quot;|object&#039;&#039;&#039; - Object which contains the list (specified by the field) where a value will be removed from. If no object is given the selected object is used.&lt;br /&gt;
===Flags===&lt;br /&gt;
====i/index====&lt;br /&gt;
&lt;br /&gt;
:Position (starting with 0) of the value item which will be removed.&lt;br /&gt;
===Return Values===&lt;br /&gt;
None.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=RemoveLink&amp;diff=1875</id>
		<title>RemoveLink</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=RemoveLink&amp;diff=1875"/>
		<updated>2008-10-25T08:39:37Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: ==removeLink==   Lua Syntax: &amp;lt;pre&amp;gt;removeLink(field, linkedObject [, object])&amp;lt;/pre&amp;gt; ===Arguments=== ====field==== :&amp;#039;&amp;#039;&amp;#039;int&amp;#039;&amp;#039;&amp;#039; - The t_links field of the data structure were the object will b...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==removeLink==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;removeLink(field, linkedObject [, object])&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Arguments===&lt;br /&gt;
====field====&lt;br /&gt;
:&#039;&#039;&#039;int&#039;&#039;&#039; - The t_links field of the data structure were the object will be removed from. The removed link is of course a non-parent link. Parent links can only be removed with deleteObject.&lt;br /&gt;
====linkedObject====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;object path&amp;quot;|&amp;quot;object id&amp;quot;|object&#039;&#039;&#039; - Object which will be removed from the t_links-field of an object.&lt;br /&gt;
====object====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;object path&amp;quot;|&amp;quot;object id&amp;quot;|object&#039;&#039;&#039; - Object were the linked object will be removed from (in the specified field). If no object is given the selected object is used.&lt;br /&gt;
===Flags===&lt;br /&gt;
===Return Values===&lt;br /&gt;
None.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=PasteObjects&amp;diff=1874</id>
		<title>PasteObjects</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=PasteObjects&amp;diff=1874"/>
		<updated>2008-10-25T08:39:19Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: ==pasteObjects==   Lua Syntax: &amp;lt;pre&amp;gt;pasteObjects(windowName [, parentObject, field])&amp;lt;/pre&amp;gt; ===Arguments=== ====windowName==== :&amp;#039;&amp;#039;&amp;#039;int&amp;#039;&amp;#039;&amp;#039; - Name of the new toolbox. ====parentObject==== :&amp;#039;&amp;#039;...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==pasteObjects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;pasteObjects(windowName [, parentObject, field])&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Arguments===&lt;br /&gt;
====windowName====&lt;br /&gt;
:&#039;&#039;&#039;int&#039;&#039;&#039; - Name of the new toolbox.&lt;br /&gt;
====parentObject====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;object path&amp;quot;|&amp;quot;object id&amp;quot;|object&#039;&#039;&#039; - Object where the pasted object(s) will be added to.If no parent object is given the object(s) will be added to the game object.&lt;br /&gt;
====field====&lt;br /&gt;
:&#039;&#039;&#039;int&#039;&#039;&#039; - Data field where the pasted object(s) will be added to the parent object.&lt;br /&gt;
===Flags===&lt;br /&gt;
===Return Values===&lt;br /&gt;
None.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=InsertValue&amp;diff=1873</id>
		<title>InsertValue</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=InsertValue&amp;diff=1873"/>
		<updated>2008-10-25T08:38:42Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: ==insertValue==   Lua Syntax: &amp;lt;pre&amp;gt;insertValue(field, value [, object], {flags=1,      index = int})&amp;lt;/pre&amp;gt; ===Arguments=== ====field==== :&amp;#039;&amp;#039;&amp;#039;int&amp;#039;&amp;#039;&amp;#039; - A data field which must be of a list-t...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==insertValue==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;insertValue(field, value [, object], {flags=1, &lt;br /&gt;
    index = int})&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Arguments===&lt;br /&gt;
====field====&lt;br /&gt;
:&#039;&#039;&#039;int&#039;&#039;&#039; - A data field which must be of a list-type (t_vint, t_links, ...) where the value will be inserted.&lt;br /&gt;
====value====&lt;br /&gt;
:&#039;&#039;&#039;VARIANT&#039;&#039;&#039; - Value to insert. The type of the value must match the element type of the list field. E.g. if the field type is t_vint then the value type must be t_int.&lt;br /&gt;
====object====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;object path&amp;quot;|&amp;quot;object id&amp;quot;|object&#039;&#039;&#039; - Object which contains the list (specified by the field) where the value will be inserted into. If no object is given the selected object is used.&lt;br /&gt;
===Flags===&lt;br /&gt;
====i/index====&lt;br /&gt;
&lt;br /&gt;
:Position (starting with 0) were the value will be inserted into the list.&lt;br /&gt;
===Return Values===&lt;br /&gt;
None.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
	<entry>
		<id>https://wiki.visionaire2d.net/index.php?title=GetString&amp;diff=1872</id>
		<title>GetString</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire2d.net/index.php?title=GetString&amp;diff=1872"/>
		<updated>2008-10-25T08:38:16Z</updated>

		<summary type="html">&lt;p&gt;Timo: New page: ==getString==   Lua Syntax: &amp;lt;pre&amp;gt;getString(label)&amp;lt;/pre&amp;gt; ===Arguments=== ====label==== :&amp;#039;&amp;#039;&amp;#039;&amp;quot;string&amp;quot;&amp;#039;&amp;#039;&amp;#039; - Label which will be translated with current language of editor ===Flags=== ===Return...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==getString==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lua Syntax:&lt;br /&gt;
&amp;lt;pre&amp;gt;getString(label)&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Arguments===&lt;br /&gt;
====label====&lt;br /&gt;
:&#039;&#039;&#039;&amp;quot;string&amp;quot;&#039;&#039;&#039; - Label which will be translated with current language of editor&lt;br /&gt;
===Flags===&lt;br /&gt;
===Return Values===&lt;br /&gt;
;translatedLabel&lt;br /&gt;
:The translated label or the original label if the label could not be translated because the translation is missing.&lt;/div&gt;</summary>
		<author><name>Timo</name></author>
	</entry>
</feed>