Actionparts: Difference between revisions

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== Scenes ==
== Scenes ==
===Show scene===
Shows selected scene without changing the character. This action part is useful for 'in game sequences' or to open a menu. If <font class="keyword">Fade scene</font> is set, the selected scene will fade in starting on a black screen. Otherwise the scene will be loaded right away.
===Change scene===
Sets the selected character to the selected object and changes to the scene where the object is located, if necessary. If <font class="keyword">Fade scene</font> is activated it will be faded in from black to normal. Otherwise the scene will be shown immediately.
===Scroll scene to object===
Scrolls the scene until the selected object is in the centre of it. Be sure to select an object which actually is on the selected screen.
===Scroll scene to position===
Scrolls scene's upper left corner to specified position.
===Center scene on character permanently===
Scrolls scene so that the selected character is always in the centre of it. You can stop this eighter by choosing another character which is to be centred or by turning it off using the <font class="keyword">Stop centering</font> action part. This very action part is meant to be used in cut-scenes in which the current character is not shown.
===Change background music===
Changes the current background music. When re-entering this scene the original background music will be played again.
===Change background music permanently===
Changes the background music of the selected scene for good. If re-entering the scene the new background music will be played.
===Set light map===
Sets the light map (see <font class="keyword">Light map</font> in Section <font class="keyword">2. Scene</font>) for the selected scene.
===Set brightness===
Sets the overall brightness for the scene. This brightness is valid until it is changed with this actionpart again (thus it is also valid beyond the current scene). 0 means that there is no light at all and everything on the scene is drawn black. With 100 all images are drawn with their original brightness.
== Queries, Conditions, Values ==
===If condition is true then===
Executes the following action parts only if the selected condition is true. If false the following action parts are skipped and the action continues at the position of the next 'else' (or <font class="keyword">End if</font> if 'else' does not exist.
===If condition is false then===
Executes the following action parts only if the selected condition is false. If true the following action parts are skipped and it continues at the position of the next 'else' (or <font class="keyword">End if</font> if 'else' does not exist.
===If value then===
Executes the following action parts only if the value satisfies specified criteria. If not the execution skips them and continues at the very next 'else' action part (if exists, otherwise at the next <font class="keyword">End if</font> action part).
===If character is on scene then===
Executes the following action parts only if the selected character is on the chosen scene. If not the execution skips them and continues at the very next 'else' action part (if exists, otherwise at the next <font class="keyword">End if</font> action part).
===If character is current character then===
Executes the following action parts only if the selected character is controlled by the player currently. Otherwise the next action parts are skipped and the execution continues at the very next 'else' (if exists, otherwise at the next <font class="keyword">End if</font> action part).
===If language is current language then===
Executes the following action parts only if the selected language is the current language in the game. Otherwise the next action parts are skipped and the execution continues at the very next 'else' (if exists, otherwise at the next <font class="keyword">End if</font> action part).
===If command is current command then===
Executes the following action parts only if the selected command is the current command in the game. Otherwise the next action parts are skipped and the execution continues at the very next 'else' (if exists, otherwise at the next <font class="keyword">End if</font> action part).
===If current object... then===
Executes the following action parts only if the current object where the cursor is at fulfills the following selected conditions:
* empty/not empty: This condition is always true
* not empty: This condition is true if the current object exists (not empty)
* empty: This condition is true if the current object doesn't exist (empty)
* all: This condition is true if the current object is a scene object, an item or a person
* scene object: This condition is true if the current object is a scene object
* item: This condition is true if the current object is an item (in the interface/inventory)
* character: This condition is true if the current object is a person
If the conditions are not fulfilled the next action parts are skipped and the execution continues at the very next 'else' (if exists, otherwise at the next <font class="keyword">End if</font> action part).
===If Savegame/Autosave exists then===
Executes the following action parts only if the savegame exists. If <font class="keyword">Autosave</font> is selected then <font class="keyword">Autosave-nr</font> must be set, and the corresponding autosave-savegame will be tested. If <font class="keyword">Current savegame</font> is selected then <font class="keyword">Autosave-nr</font> is not used, and the currently selected savegame will be tested. If the savegame does not exist the next action parts are skipped and the execution continues at the very next 'else' (if exists, otherwise at the next <font class="keyword">End if</font> action part).
===Else===
Marks the else-block of an 'if-then-else' block.
===End if===
Marks the end of an 'if-then-else' block.
===Set condition to true===
Sets specified condition to true. Use only if condition isn't a combined condition.
===Set condition to false===
Sets specified condition to false. Use only if condition isn't a combined condition.
===Set value===
Sets chosen value to user's entry.
===Set random value===
Sets value to random number in a chosen interval.
== Bag / Inventory / Interface ==

Revision as of 18:36, 25 March 2006

Characters

Display text

Displays a text spoken by a character at its current position using its current font. If the character is standing outside the visible area the text is displayed at the nearest visible area of the screen. The following actionparts wont be executed until the text is no longer displayed. During the display of the text no user interaction is possible. If the cursor hasn't been disabled before then the display of the text can be skipped with the left mouse button.

Display background-text

Displays a text spoken by a character at its current position using its current font. If the character is standing outside the visible area the text is displayed at the nearest visible area of the screen. The following actionparts will be executed immediately. The text has no influence on user interaction. It is also possible to show multiple background-texts at the same time. E.g. an action could be created where two NPCs are talking to each other in the background.

Send character to position

Sends character to a specified destination. Be sure the destination is not outside of the way borders. The character must be on the same scene as the action where this actionpart is defined.

Send character to position +

Sends character to a specified destination. Be sure the destination is not outside of the way borders. The character can be on any scene.

Send character to object

Sends character to a specified object. Be sure that both, character and object are on the same scene. The character must be on the same scene as the action where this actionpart is defined.

Send character to object +

Sends character to a specified object. Be sure that both, character and object are on the same scene. The character can be on any scene.

Send character to position and wait

Combines the actionparts Send character to position and Wait until character stops. Sends the character to a specified destination. Be sure the destination is not outside of the way borders. The character must be on the same scene as the action where this actionpart is defined. The execution of the remaining actionparts stops and continues when the character has stopped walking. This actionpart should only be used when the character can't be controlled (either during a cutscene or after an actionpart Hide cursor).

Send character to object and wait

Combines the actionparts Send character to object and Wait until character stops. Sends character to a specified object. Be sure that both, character and object are on the same scene. The character must be on the same scene as the action where this actionpart is defined. The execution of the remaining actionparts stops and continues when the character has stopped walking. This actionpart should only be used when the character can't be controlled (either during a cutscene or after an actionpart Hide cursor).

Wait until character stops

The execution of the remaining actionparts stops and continues when the character has stopped walking. This actionpart should only be used when the character can't be controlled (either during a cutscene or after an actionpart Hide cursor). Normally this actionpart should be after an actionpart Send character to... .

Stop character

This action part stops a character if it is walking (otherwise it has no effect).

Align character

Turns character to look into a specified direction.

Set character to an object

Places character next to a specified object. The scene wont be changed if character and object aren't on the same scene!

Change character

Changes the character, currently controlled by the player. This action also changes scenes if necessary.

Change to scene of a character

Switches to the scene on which the selected character is standing at the moment. This action part is useful for a button like 'Resume Game' in a menu screen. Simply changing the scene wont work since you cannot be sure where a character stands at any moment.

Change outfit of a character

Changes a character's outfit, e.g. from 'normal' to 'leisure suit'.

Change comment-set of a character

Changes the character's comment set, e.g. if character's mood changes.

Example: Current comment set:

"It does not work."
"I can't."

New comment set:

"NO WAY! I will not do this!"
"This idea is as stupid as your last one!"

Change walking sound

Changes the walking sound of a character (e.g. walking on asphalt or mud).

Change font of a character

Changes font of a character.

Change character speed

Changes pace speed of a character.

Chase character

Order a character to follow another standing on the same scene. Action enables you to choose an action which you want to be executed if the character is within a specified area around the character it is to follow. Configure this radius in pixels under Range.

Stop chase

Character stops following another character. Select the same character you don't want your character to follow any more under Chasing character.

Show/Hide person

If hide is set, the selected person won't be shown anymore. If show is set, a previously hidden person will be shown again.

Set person visibility

Sets the visibility for a person. Visibility [%] defines the desired visibility as percentage. 0 [%] means that the person is not visible at all, 100 [%] means that the person is completely visible (default). If a value for Visibility (Value) is set, this value will be used for visibility and not the setting of the trackbar Visibility [%]. Delay [ms] defines the time from the current visibility to the desired visibility. The visibility of a person will not be saved in a savegame. If the visibility is needed for savegames it should be saved in a value.

Start dialog

Starts dialog between the current character and a partner. The dialog has to be created under the dialog option of the addressed character. Following actionparts will be executed immediately so take care if this is not the last actionpart of the action.

Stop current dialog

Stops the current dialog. This actionpart is only available in dialog actions.

Scenes

Show scene

Shows selected scene without changing the character. This action part is useful for 'in game sequences' or to open a menu. If Fade scene is set, the selected scene will fade in starting on a black screen. Otherwise the scene will be loaded right away.

Change scene

Sets the selected character to the selected object and changes to the scene where the object is located, if necessary. If Fade scene is activated it will be faded in from black to normal. Otherwise the scene will be shown immediately.

Scroll scene to object

Scrolls the scene until the selected object is in the centre of it. Be sure to select an object which actually is on the selected screen.

Scroll scene to position

Scrolls scene's upper left corner to specified position.

Center scene on character permanently

Scrolls scene so that the selected character is always in the centre of it. You can stop this eighter by choosing another character which is to be centred or by turning it off using the Stop centering action part. This very action part is meant to be used in cut-scenes in which the current character is not shown.

Change background music

Changes the current background music. When re-entering this scene the original background music will be played again.

Change background music permanently

Changes the background music of the selected scene for good. If re-entering the scene the new background music will be played.

Set light map

Sets the light map (see Light map in Section 2. Scene) for the selected scene.

Set brightness

Sets the overall brightness for the scene. This brightness is valid until it is changed with this actionpart again (thus it is also valid beyond the current scene). 0 means that there is no light at all and everything on the scene is drawn black. With 100 all images are drawn with their original brightness.

Queries, Conditions, Values

If condition is true then

Executes the following action parts only if the selected condition is true. If false the following action parts are skipped and the action continues at the position of the next 'else' (or End if if 'else' does not exist.

If condition is false then

Executes the following action parts only if the selected condition is false. If true the following action parts are skipped and it continues at the position of the next 'else' (or End if if 'else' does not exist.

If value then

Executes the following action parts only if the value satisfies specified criteria. If not the execution skips them and continues at the very next 'else' action part (if exists, otherwise at the next End if action part).

If character is on scene then

Executes the following action parts only if the selected character is on the chosen scene. If not the execution skips them and continues at the very next 'else' action part (if exists, otherwise at the next End if action part).

If character is current character then

Executes the following action parts only if the selected character is controlled by the player currently. Otherwise the next action parts are skipped and the execution continues at the very next 'else' (if exists, otherwise at the next End if action part).

If language is current language then

Executes the following action parts only if the selected language is the current language in the game. Otherwise the next action parts are skipped and the execution continues at the very next 'else' (if exists, otherwise at the next End if action part).

If command is current command then

Executes the following action parts only if the selected command is the current command in the game. Otherwise the next action parts are skipped and the execution continues at the very next 'else' (if exists, otherwise at the next End if action part).

If current object... then

Executes the following action parts only if the current object where the cursor is at fulfills the following selected conditions:

  • empty/not empty: This condition is always true
  • not empty: This condition is true if the current object exists (not empty)
  • empty: This condition is true if the current object doesn't exist (empty)
  • all: This condition is true if the current object is a scene object, an item or a person
  • scene object: This condition is true if the current object is a scene object
  • item: This condition is true if the current object is an item (in the interface/inventory)
  • character: This condition is true if the current object is a person

If the conditions are not fulfilled the next action parts are skipped and the execution continues at the very next 'else' (if exists, otherwise at the next End if action part).

If Savegame/Autosave exists then

Executes the following action parts only if the savegame exists. If Autosave is selected then Autosave-nr must be set, and the corresponding autosave-savegame will be tested. If Current savegame is selected then Autosave-nr is not used, and the currently selected savegame will be tested. If the savegame does not exist the next action parts are skipped and the execution continues at the very next 'else' (if exists, otherwise at the next End if action part).

Else

Marks the else-block of an 'if-then-else' block.

End if

Marks the end of an 'if-then-else' block.

Set condition to true

Sets specified condition to true. Use only if condition isn't a combined condition.

Set condition to false

Sets specified condition to false. Use only if condition isn't a combined condition.

Set value

Sets chosen value to user's entry.

Set random value

Sets value to random number in a chosen interval.

Bag / Inventory / Interface