Data Structure 3.x: Difference between revisions
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eReplayReverse ('1'): each loop of the animation is shown in reverse order.<br/> | eReplayReverse ('1'): each loop of the animation is shown in reverse order.<br/> | ||
eReplayRandom ('2'): all frames of an animation loop are shown in random order. | eReplayRandom ('2'): all frames of an animation loop are shown in random order. | ||
| valign="top" align="center" | | | valign="top" align="center" | | ||
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Revision as of 21:48, 15 January 2009
Visionaire Data Structure
This is the official documentation of the Visionaire Data Structure.
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column 'Storage' describes where each field is saved. A field with Storage 'V' is saved in the ved-file. If there is a 'S' in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type 'V').
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column 'Scriptable' next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color.
The tables starting with 'Active' contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created were the currently active action is stored.
Action
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Action |
ActionActionParts |
t_links to ActionPart (parent) |
Actionparts of this action. The actionparts will be executed if this action is started. |
- |
V |
ActionCommand |
t_link to Button |
Command which must be active to execute this action. |
- |
V | |
ActionExecutionType |
t_int |
Defines when the action is started. |
- |
V | |
ActionFixture |
t_link to Object |
Item which is necessary to execute this action. |
- |
V |
ActionPart
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
ActionPart |
ActionPartAltInt |
t_int |
Parameter #2. Defined by ActionPartCommand. |
- |
V |
ActionPartAltInt2 |
t_int |
Parameter #3. Defined by ActionPartCommand. |
- |
V | |
ActionPartAltLink |
t_link |
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand. |
- |
V | |
ActionPartCommand |
t_int |
Actionpart type. See [1] for all action part types. |
- |
V | |
ActionPartInt |
t_int |
Parameter #1. Defined by ActionPartCommand. |
- |
V | |
ActionPartLink |
t_link (parent if link to Text) |
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand. |
- |
V | |
ActionPartPath |
t_path |
Path to a file (e.g. sound file, movie file, image file). |
- |
V |
ActiveAction
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
ActiveAction |
ActionActionPartIndex |
t_int |
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. |
Yes |
S |
ActionContinueWaitForEndIfElse |
t_int |
Total number of open if statements in this action at current position. Use with care. |
Yes |
S | |
ActionActionPartStarted |
t_bool |
True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait. |
- |
S | |
ActionPauseTime |
t_int |
Time past since last timer was started. Only valid if ActionTimerStarted is true. |
- |
S | |
ActionTimerStarted |
t_bool |
True if there is currently a timer running (e.g. waiting for pause). |
- |
S |
ActiveAnimation
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
ActiveAnimation |
AnimationActive |
t_bool |
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started. |
Yes |
S |
AnimationCalledTime |
t_int |
Time (in msec) past since frame was first shown or animation loop finished. |
Yes |
S | |
AnimationCurrentPosition |
t_point |
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite). |
Yes |
S | |
AnimationCurrentSpriteIndex |
t_int |
Index of currently active frame. |
Yes |
S | |
AnimationCurrentSpritePos |
t_point |
Position on scene of currently active frame. |
Yes |
S | |
AnimationFirstFrame |
t_int |
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame. |
Yes |
S | |
AnimationFrameCount |
t_int |
Total number of frames already shown in the current animation loop. |
- |
S | |
AnimationLastFrame |
t_int |
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end. |
Yes |
S | |
AnimationLoops |
t_int |
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops. |
Yes |
S | |
AnimationPlayOppositeDirection |
t_bool |
True if the animation is played backwards. |
Yes |
S | |
AnimationPreloaded |
t_bool |
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory. |
Yes |
S | |
AnimationSize |
t_int |
Scaling of animation in percent (100 means animation is played in original size, < 100: animation is shrinked, > 100: animation is enlarged). |
Yes |
S | |
AnimationWaiting |
t_bool |
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops). |
- |
S | |
AnimationWaitingTime |
t_int |
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true. |
Yes |
S |
ActiveText
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
ActiveText |
TextActive |
t_bool |
True if the text is currently active. |
Yes |
S |
TextBackground |
t_bool |
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text). |
- |
S | |
TextCurrentText |
t_string |
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags. |
Yes |
S | |
TextFont |
t_link to Font |
Font used for displaying this text. |
Yes |
S | |
TextPosition |
t_point |
Position on scene where the text is shown. |
Yes |
S | |
TextRemainingText |
t_string |
Remaining text after TextCurrentText. |
Yes |
S | |
TextTimeElapsed |
t_int |
time (in msec) elapsed since showing current part (TextCurrentText) of text. |
- |
S | |
TextTimeToWait |
t_int |
Total time (in msec) for showing current part (TextCurrentText) of text. |
Yes |
S | |
TextWaitForAudio |
t_bool |
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored. |
- |
S |
Animation
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Animation |
AnimationAction |
t_link to Action |
Action which is started when the animation is finished. |
- |
V |
AnimationCenter |
t_point |
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation). |
- |
V | |
AnimationDirection |
t_int |
Defines the direction in degress ('0' - '359') this animation should be used for (only for character animations). |
- |
V | |
AnimationLoopRandom |
t_bool |
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately. |
- |
V | |
AnimationMirror |
t_link to Animation |
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). |
- |
V | |
AnimationMove |
t_bool |
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height) |
- |
V | |
AnimationNumberOfLoops |
t_int |
Number of loops. '0' if it is an endless animation. |
- |
V | |
AnimationPause |
t_int |
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). |
- |
V | |
AnimationPosition |
t_point |
Upper left corner of animation on scene (or interface). |
- |
V | |
AnimationPropertyFrames |
t_links to AnimationFrame (parent) |
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown. |
- |
V | |
AnimationReplay |
t_int |
eReplayNormal ('0'): animation loops are shown in normal order. |
- |
V | |
AnimationSprites |
t_vsprites |
All sprites of the animation. |
- |
V | |
AnimationUseIndividualPause |
t_bool |
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. |
- |
V |
AnimationFrame
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
AnimationFrame |
AnimationFrameAction |
t_link to Action |
An action which will be started when this frame is shown. |
- |
V |
AnimationFrameIndex |
t_int |
Frame number to identify the frame. This is the 'n'-th frame (index starting with '0') of the animation which linked to this frame by AnimationPropertyFrames. |
- |
V | |
AnimationFrameSound |
t_path |
A sound which will be played when this frame is shown. |
- |
V | |
AnimationFrameSoundBalance |
t_int |
Balance of the sound (AnimationFrameSound). Must be between '-100' (only left speaker) and '100' (only right speaker). |
- |
V | |
AnimationFrameSoundVolume |
t_int |
Volume of the sound (AnimationFrameSound). Must be between '0' (mute) and '100' (full volume). |
- |
V |
Button
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Button |
ButtonActions |
t_links to Action (parent) |
All actions of this button. |
- |
V |
ButtonActiveSprite |
t_link to Sprite |
Sprite which is shown if the button is active. If ButtonType is '3' or '6' (command) and this button is currently selected then the button is active. If ButtonType is '1' or '2' (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive. |
- |
V | |
ButtonAnimation |
t_link to Animation |
Animation which will be played automatically if the button is shown (see ButtonCondition). |
- |
V | |
ButtonAnimations |
t_links to Animation (parent) |
All animations of the button. |
- |
V | |
ButtonCommandType |
t_int |
Only used the button is a command (ButtonType = '3' or '6'). Defines the type of this command: |
- |
V | |
ButtonCondition |
t_link to Condition |
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). |
- |
V | |
ButtonConditionNegate |
t_bool |
If true then the condition ButtonCondition is negated. (see ButtonCondition) |
- |
V | |
ButtonConjunction |
t_link to Text |
The conjunction word for the action text (e.g. 'with' in action text 'Use item with ...'). Only used if the button is a combined command (ButtonType = '3' or '6' and ButtonCommandType = '1' or '2'). |
- |
V | |
ButtonCursor |
t_link to Cursor |
Only used if button is a command (ButtonType = '3' or '6'). The cursor which is shown if the command is active. |
- |
V | |
ButtonDraggable |
t_bool |
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is '3'). |
- |
V | |
ButtonGroup |
t_links to Button |
List of commands (ButtonType of the linked buttons must be '3' or '6') which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button). |
- |
V | |
ButtonInactiveSprite |
t_link to Sprite |
Sprite which is shown if the button is inactive. (see ButtonActiveSprite) |
- |
V | |
ButtonName |
t_link to Text |
Only used if button is a command (ButtonType = '3' or '6'). The name of the command which is shown in the action text. |
- |
V | |
ButtonPolygon |
t_vpoint |
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon. |
- |
V | |
ButtonType |
t_int |
Defines the type of this button: |
- |
V | |
ButtonUse |
t_int |
Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on: |
- |
V | |
ButtonUseOnCurrentCharacter |
t_bool |
Only used if button is a command (ButtonType = '3' or '6') and ButtonUse is '1' or '2'. If false the command can be used on all characters except the current character. If true the command can also be used on the current character. |
- |
V |
Character
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Character |
CharacterActions |
t_links to Action (parent) |
All actions of the character. |
- |
V |
CharacterActive |
t_bool |
If true the character is shown and detected by the cursor. (default) |
Yes |
S | |
CharacterActiveCommand |
t_link to Button |
Currently active command for this character. The button must have ButtonType = '3'. |
Yes |
S | |
CharacterActiveDialogFont |
t_link to Font |
Font which is used for a currently selected dialog part. |
- |
V | |
CharacterAnimIndex |
t_int |
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with '0' (default, use first animation). |
Yes |
S | |
CharacterAnimState |
t_int |
Type of currently playing character animation: |
- |
S | |
CharacterCommentSets |
t_links to CommentSet (parent) |
All comment sets of the character. |
- |
V | |
CharacterConditions |
t_links to Condition (parent) |
All conditions of the character. |
- |
V | |
CharacterCurrentCommentSet |
t_link to CommentSet |
Currently used comment set. |
Yes |
V/S | |
CharacterCurrentOutfit |
t_link to Outfit |
Currently used outfit. |
Yes |
V/S | |
CharacterDestination |
t_point |
Destination where the character is currently walking to. |
Yes |
S | |
CharacterDestinationObject |
t_point |
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked). |
Yes |
S | |
CharacterDestVisibility |
t_int |
The visibility of the character is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the character will not be visible at all (but is still recognized by the cursor), '100' means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility. |
Yes |
S | |
CharacterDialogActiveScrollDown |
t_sprite |
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user) |
- |
V | |
CharacterDialogActiveScrollUp |
t_sprite |
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). |
- |
V | |
CharacterDialogArea |
t_rect |
Defines the absolute position on the screen where the dialog is displayed. |
- |
V | |
CharacterDialogCursor |
t_link to Cursor |
Cursor which will be displayed if a dialog is currently active. |
- |
V | |
CharacterDialogInactiveScrollUp |
t_sprite |
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). |
- |
V | |
CharacterDialogInactiveScrollDown |
t_sprite |
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). |
- |
V | |
CharacterDialogs |
t_links to Dialog (parent) |
All dialogs which can be spoken with this character. |
- |
V | |
CharacterDialogSprite |
t_sprite |
Sprite which is used as a background for dialogs. |
- |
V | |
CharacterDialogVerticalSpace |
t_int |
Distance between two dialog part selections (in pixel). |
- |
V | |
CharacterDirection |
t_int |
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). |
Yes |
S | |
CharacterFollowAction |
t_link to Action |
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance). |
Yes |
S | |
CharacterFollowCharacter |
t_link to Character |
Character which this character is currently following. |
Yes |
S | |
CharacterFollowReachDistance |
t_link to Action |
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction). |
Yes |
S | |
CharacterFont |
t_link to Font |
Font which is used for all texts which are spoken by this character. |
- |
V | |
CharacterInactiveDialogFont |
t_link to Font |
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont). |
- |
V | |
CharacterInterfaces |
t_links to Interface (parent) |
All interfaces attached to this character. InterfaceActive defines if the interface is currently in use. |
- |
V/S | |
CharacterInterfaceWithItem |
t_link to Interface |
The interface which contains all items for this character. This interface link is set automatically depending on the active interfaces of the character. |
- |
S | |
CharacterItemsScrollPosition |
t_int |
Current scroll position of the items in the interface/inventory. |
- |
S | |
CharacterName |
t_link to Text |
The name of the character (as shown in the action text). |
- |
V | |
CharacterOutfits |
t_links to Outfit (parent) |
All outfits of the character. |
- |
V | |
CharacterPosition |
t_point |
Current position of character. |
Yes (if field is set and character is walking it will stop walking) |
S | |
CharacterScale |
t_bool |
If false the character is not scaled and will always be drawn in the original size. |
Yes |
V | |
CharacterScaleFactor |
t_int |
Factor in % the character is scaled with. Must be > '0' (default '100'). |
Yes |
V/S | |
CharacterScene |
t_link to Scene |
Scene where the character is currently on. |
Yes |
S | |
CharacterStartObject |
t_link to Object |
Scene object where the character is standing (ObjectPosition) at the beginning of the game. |
- |
V | |
CharacterState |
t_int |
Current state of character: |
Yes (only set to '2' to stop walking, do not set '3') |
S | |
CharacterTimeToDestVisibility |
t_int |
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set. |
Yes |
S | |
CharacterValues |
t_links to Value (parent) |
All values of the character. |
- |
V | |
CharacterVisibility |
t_int |
Visibility of the character in %. Must be between '0' and '100'. '0' means the character is not visible at all (but is still recognized by the cursor), '100' means the character is completely visible (default). |
Yes |
S | |
CharacterWalkingSound |
t_path |
Sound which is played if the character is walking. |
Yes |
V/S |
CommentSet
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
CommentSet |
CommentSetEntries |
t_links to CommentSetEntry |
All comment set entries of this comment set. |
- |
V |
CommentSetEntry
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
CommentSetEntry |
CommentSetEntryText |
t_link to Text |
Text for this comment. |
- |
V |
CommentSetEntryCommand |
t_link to Button |
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be '3') then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed. |
- |
V |
Condition
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
TCondition |
ConditionCondition1 |
t_link to Condition |
First condition for a combined condition (only used if ConditionIsVariable is false). |
- |
V |
ConditionCondition1Negate |
t_bool |
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false). |
- |
V | |
ConditionCondition2 |
t_link to Condition |
Second condition for a combined condition (only used if ConditionIsVariable is false). |
- |
V | |
ConditionCondition2Negate |
t_bool |
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false). |
- |
V | |
ConditionIsVariable |
t_bool |
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2). |
- |
V | |
ConditionOperator |
t_int |
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false): |
- |
V | |
ConditionReturnNegate |
t_bool |
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false). |
- |
V | |
ConditionValue |
t_bool |
Current value of condition. True or false. This is only used if ConditionIsVariable is true. |
Yes |
V/S |
Cursor
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Cursor |
CursorActiveAnimation |
t_link to Animation |
Animation of the active cursor. |
- |
V |
CursorHotspot |
t_point |
Point on the cursor which defines the 'center' of the cursor. |
- |
V | |
CursorInactiveAnimation |
t_link to Animation |
Animation of the inactive cursor. |
- |
V |
Dialog
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Dialog |
DialogDialogParts |
t_links to DialogPart (parent) |
All dialog part selections of this dialog. |
- |
V |
DialogPart
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
DialogPart |
DialogPartAction |
t_link to Action |
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action. |
- |
V |
DialogPartAltText |
t_link to Text (parent) |
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken). |
- |
V | |
DialogPartAnswerText |
t_link to Text (parent) |
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character. |
- |
V | |
DialogPartAvailable |
t_bool |
If true then this dialog part is still available (see DialogPartRemove). |
Yes |
S | |
DialogPartCondition |
t_link to Condition |
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true). |
- |
V | |
DialogPartConditionNegate |
t_bool |
If true then the condition DialogPartCondition is negated. (see DialogPartCondition) |
- |
V | |
DialogPartNextDialog |
t_link to Dialog (parent) |
Dialog which is shown when this dialog part is selected. |
- |
V | |
DialogPartRemove |
t_bool |
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection). |
- |
V | |
DialogPartReturn |
t_int |
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below): |
- |
V | |
DialogPartText |
t_link to Text (parent) |
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false. |
- |
V | |
DialogPartUseAltText |
t_bool |
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText. |
- |
V |
Font
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Font |
FontAlphabet |
t_string |
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom). |
- |
V |
FontAutoLineBreak |
t_bool |
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth. |
- |
V | |
FontLetters |
t_vrect |
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite). |
- |
V | |
FontLetterSpacing |
t_int |
Horizontal distance between two characters (in pixel). |
- |
V | |
FontLineWidth |
t_int |
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true. |
- |
V | |
FontSpaceWidth |
t_int |
Width of space (in pixel). |
- |
V | |
FontSprite |
t_sprite |
Sprite with all characters of the font. |
- |
V | |
FontVerticalLetterSpacing |
t_int |
Vertical distance between two characters (in pixel). |
- |
V |
Game
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Game |
GameAbout |
t_string |
Long description of game, authors can make additional comments here. |
- |
V |
GameActions |
t_links to Action (parent) |
All actions which can be started with a key. The key value is stored in ActionExecutionType. |
- |
V | |
GameActionTextFont |
t_link to Font |
Font which will be used for the action text - only used if GameDrawActionText is '1' or '2'. |
- |
V | |
GameActionTextRect |
t_rect |
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is '2'. |
- |
V | |
GameActiveCommand |
t_link to Button |
The currently active command. |
Yes |
V/S | |
GameAlignCharacterOnImExecution |
t_bool |
If true the active character will be automatically aligned to the clicked object when an action with execution type 'immediate' is executed. |
- |
V | |
GameAlwaysAllowSkipText |
t_bool |
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running). |
Yes |
V/S | |
GameAutoHideInterfacesInMenu |
t_bool |
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu then this option must be set to false and the interfaces must be hidden manually when necessary. |
Yes |
V/S | |
GameCharacterComposedFile |
t_path |
Defines the filename for composing the character when compiling the game. |
- |
V | |
GameCharacterComposedFiles |
t_int |
The number of composed character files: |
- |
V | |
GameCharacterLinks |
t_links to Character (parent) |
All characters of the game. |
- |
V | |
GameCommandBehaviour |
t_int |
Behavior for selecting the standard command. |
Yes |
V/S | |
GameComposedFile |
t_path |
Defines the filename for composing the main output file (.vis file) when compiling the game. |
- |
V | |
GameCurrentCharacter |
t_link to Character |
Character which is currently controlled by the player (active character). |
Yes |
S | |
GameCurrentScene |
t_link to Scene |
Scene which is currently shown. |
Yes |
S | |
GameCursors |
t_links to Cursor (parent) |
All cursors of the game. |
- |
V | |
GameCutsceneAction |
t_link to Action |
If a cutscene is active this links to the action which started (and should stop) the cutscene. |
- |
S | |
GameDescription |
t_string |
Short description of the game. |
- |
V | |
GameDestinationCommand |
t_link to Button |
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached. |
Yes |
S | |
GameDestinationEvent |
t_int |
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached: |
Yes |
S | |
GameDestinationItem |
t_link to Object |
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. |
Yes |
S | |
GameDestinationItemPicked |
t_link to Object |
When the user clicked on an object and the character walks to this object, this item will be dropped (see GameDragableObjects) on the object when it is reached. |
Yes |
S | |
GameDialog |
t_link to Dialog |
Currently displayed dialog. |
- |
S | |
GameDialogAction |
t_link to Action |
Running action which contains the text for the current dialog. |
- |
S | |
GameDraggableItems |
t_bool |
True if objects can be dragged from the interface. |
Yes |
V/S | |
GameDrawActionText |
t_int |
Defines if and where the action text is drawn: |
- |
V | |
GameExecuteActionsDuringDialog |
t_bool |
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed. |
Yes |
V/S | |
GameFadeDelay |
t_int |
Delay in milli seconds for fade in/out of a scene. |
Yes |
V/S | |
GameFadeEffect |
t_int |
Effect for fade in/out of a scene. |
Yes |
V/S | |
GameFirstCharacter |
t_link to Character |
Character which is used for starting the game. This is the character which is controlled by the player. |
- |
V | |
GameFirstScene |
t_link to Scene |
The first scene of the game (which is shown after the loading screen) |
- |
V | |
GameFontLinks |
t_links to Font (parent) |
All fonts of the game. |
- |
V | |
GameFullScreenIntro |
t_bool |
True if the intro movie is scaled to fullscreen. |
- |
V | |
GameHiddenDialog |
t_link to Dialog |
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. |
- |
V/S | |
GameHoldTime |
t_int |
Time in milli seconds until the event 'Mouse holding' (for GameLeftHoldAction and GameLeftHoldingAction) is fired. |
Yes |
V/S | |
GameId |
t_string |
Unique Identification number. Used for savegames in order to only load savegames for correct game. |
- |
V | |
GameIntro |
t_path |
Intro movie which will be played at the beginning of the game. |
- |
V | |
GameItems |
t_links to Object (parent) |
All items of the game. |
- |
V | |
GameLanguages |
t_links to Language (parent) |
All languages of the game. |
- |
V | |
GameLeftClickAction |
t_link to Action (parent) |
An action which will be started if the left mouse button is clicked. |
- |
V | |
GameLeftDblClickAction |
t_link to Action (parent) |
An action which will be started if the left mouse button is double clicked. |
- |
V | |
GameLeftHoldAction |
t_link to Action (parent) |
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to '3' or '4'. The action is started when the mouse button is released. |
- |
V | |
GameLeftHoldingAction |
t_link to Action (parent) |
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to '3'. The action is started when the mouse button is pressed. |
- |
V | |
GameLeftMouseClick |
t_int |
Defines what a left mouse click is used for: |
Yes |
V/S | |
GameLeftMouseDblClick |
t_int |
Defines what a left double click is used for: |
Yes |
V/S | |
GameLeftMouseHold |
t_int |
Defines what the event 'left mouse button hold' is used for when the button is released. |
Yes |
V/S | |
GameLeftMouseHolding |
t_int |
Defines what the event 'left mouse button hold' is used for when the button is pressed. |
Yes |
V/S | |
GameLoading |
t_link to Loading (parent) |
The loading screen. (is shown on startup when the game is loaded) |
- |
V | |
GameMinificationFilter |
t_int |
Filter for minification of textures (scaling of character images). |
- |
V | |
GameMagnificationFilter |
t_int |
Filter for magnification of textures (scaling of character images). |
- |
V | |
GameMovieComposedFile |
t_path |
Defines the filename for composing the movies when compiling the game. |
- |
V | |
GameMovieComposedFiles |
t_int |
The number of composed movie files: |
- |
V | |
GameParticleContainerLinks |
t_links to ParticleContainer (parent) |
All particle systems of the game. |
- |
V | |
GameQuake |
t_bool |
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake. |
Yes |
S | |
GameQuakeForce |
t_int |
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true. |
Yes |
S | |
GameQuakeSpeed |
t_int |
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. |
Yes |
S | |
GameReserved |
t_string |
Licence number. |
- |
V | |
GameRightClickAction |
t_link to Action (parent) |
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to '3' or '4'. |
- |
V | |
GameRightMouseClick |
t_int |
Defines what the right mouse button is used for. |
Yes |
V/S | |
GameSavedObject |
t_link to Object |
Saved object. An action can be executed on this saved object. (see actionpart 'Execute command on saved object') |
Yes |
S | |
GameSaveGameName |
t_string |
Used to store name of current savegame. |
- |
S | |
GameSceneComposedFile |
t_path |
Defines the filename for composing the scenes when compiling the game. |
- |
V | |
GameSceneComposedFiles |
t_int |
The number of composed scene files: |
- |
V | |
GameSceneLinks |
t_links to Scene (parent) |
All scenes of the game. |
- |
V | |
GameScriptLinks |
t_links to Script (parent) |
All scripts of the game. |
- |
V | |
GameScrollCenterCharacter |
t_bool |
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. |
Yes |
S | |
GameScrollCharacter |
t_link to Character |
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false). |
Yes |
S | |
GameScrollDirectionHorizontal |
t_int |
Horizontal direction the scene is currently scrolling. |
- |
S | |
GameScrollDirectionVertical |
t_int |
Vertical direction the scene is currently scrolling. |
- |
S | |
GameScrollPosition |
t_point |
Upper left corner of current scroll position (on current scene). |
Yes |
S | |
GameScrollSpeed |
t_int |
Number of pixels which will be scrolled in one second. |
Yes |
V/S | |
GameScrollToPoint |
t_point |
Upper left corner the current scene is scrolling to. |
Yes |
S | |
GameScrollTo |
t_bool |
If true the scene is currently scrolling to GameScrollToPoint. |
- |
S | |
GameSpeakerTextAlignment |
t_int |
Defines alignment of speaker text: |
Yes |
V/S | |
GameStandardLanguage |
t_link to Language |
Defines the currently used language. |
Yes |
V/S | |
GameStartAction |
t_link to Action (parent) |
This action will be executed once at the beginning of the game (after the game was loaded). |
- |
V | |
GameTextAlignment |
t_int |
Defines alignment of spoken text: |
Yes |
V/S | |
GameTextOutput |
t_int |
Defines if spoken texts should be printed and/or spoken: |
Yes |
S | |
GameTextSpeed |
t_int |
Speed for displaying texts (in %). Default is 100. |
Yes |
S | |
GameVersion |
t_string |
Version number of the game. |
- |
V | |
GameWindowResolution |
t_point |
Screen resolution (e.g. 640x480). |
- |
V |
Interface
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Interface |
InterfaceActionTextFont |
t_link to Font |
Font which will be used for the action text - only used if InterfaceDrawActionText is true. |
- |
V |
InterfaceActionTextRect |
t_rect |
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true. |
- |
V | |
InterfaceActive |
t_bool |
If true the interface is currently in use. This means its commands can be used and items can be stored in this interface (if it contains placeholders). But it does not actually guarantee that the interface is visible (see InterfaceVisible and InterfaceVisibility). |
Yes |
V/S | |
InterfaceBorder |
t_vpoint |
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon. |
- |
V | |
InterfaceButtons |
t_links to Button (parent) |
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items |
- |
V | |
InterfaceConditions |
t_links to Condition (parent) |
The conditions of the interface. |
- |
V | |
InterfaceDestVisibility |
t_int |
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the interface will not be visible at all (but is still recognized by the cursor), '100' means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility. |
Yes |
S | |
InterfaceDisplacement |
t_int |
Defines where the interface is shown: |
Yes |
V/S | |
InterfaceDrawActionText |
t_bool |
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set). |
- |
V | |
InterfaceItems |
t_links to Object |
All items which are stored in this interface. |
- |
S | |
InterfaceLeaveAction |
t_link to Action (parent) |
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder). |
- |
V | |
InterfaceOffset |
t_point |
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is '4' or '5') |
Yes |
V/S | |
InterfaceScrollStepSize |
t_int |
Defines how many item positions will be scrolled if a scroll arrow is pushed. |
Yes |
V | |
InterfaceSize |
t_int |
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if > '0' and InterfaceDisplacement is '0', '1', '2' or '3'. |
Yes |
V/S | |
InterfaceSprite |
t_sprite |
Background sprite of the interface. |
- |
V | |
InterfaceStandardCommand |
t_link to Button |
Button which is the standard command (usually 'Walk to') for this interface. |
- |
V | |
InterfaceTimeToDestVisibility |
t_int |
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set. |
Yes |
S | |
InterfaceValues |
t_links to Values (parent) |
The values of the interface. |
- |
V | |
InterfaceVisibility |
t_int |
Visibility of the interface (and all of its buttons) in %. Must be between '0' and '100'. '0' means the interface is not visible at all, '100' means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true. |
Yes |
S | |
InterfaceVisible |
t_bool |
If true the interface is visible - supposed it is active (see InterfaceActive) and the visibility is > 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility. |
Yes |
V/S |
Language
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Language |
- |
- |
Language name is defined by name of each language object. |
- |
- |
Loading
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Loading |
LoadingMusic |
t_path |
Music which is played while the loading screen is shown. |
- |
V |
LoadingSprite |
t_sprite |
Background sprite of the loading screen. |
- |
V | |
LoadingStatusCover |
t_bool |
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width). |
- |
V | |
LoadingStatusSprite |
t_sprite |
Sprite for progress bar. |
- |
V |
Object
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Object |
ObjectActions |
t_links to Action (parent) |
All actions of the object. ActionExecutionType defines when the action is started. |
- |
V |
ObjectAnimation |
t_link to Animation |
Animation which is automatically started if this object is active (see ObjectCondition). |
- |
V | |
ObjectAnimations |
t_links to Animation (parent) |
All animations of the object. |
- |
V | |
ObjectCenter |
t_int |
Defines the line number (y coordinate) which decides if a character is in front or behind this object. |
- |
V | |
ObjectCondition |
t_link to Condition |
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true). |
- |
V | |
ObjectConditionNegate |
t_bool |
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden |
- |
V | |
ObjectConditions |
t_links to Condition (parent) |
If true then the condition ButtonCondition is negated. (see ButtonCondition) |
- |
V | |
ObjectDestVisibility |
t_int |
The visibility of the object is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the object will not be visible at all (but is still recognized by the cursor), '100' means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility. |
Yes |
S | |
ObjectDirection |
t_int |
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition). |
- |
V | |
ObjectIsItem |
t_bool |
If true then this object is an item, otherwise it is a scene object. |
- |
V | |
ObjectIsWalkable |
t_bool |
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand). |
- |
V | |
ObjectName |
t_link to Text (parent) |
The name of the object (as shown in the action text). |
- |
V | |
ObjectParticleSystem |
t_link to ParticleSystem |
Particle system which is shown if the object is active (see ObjectCondition). |
- |
V | |
ObjectPolygon |
t_vpoint |
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon. |
- |
V | |
ObjectPosition |
t_point |
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position. |
- |
V | |
ObjectScrollFactorX |
t_int |
Horizontal scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (> '100'), slower (< '100') or not at all (0). |
- |
V | |
ObjectScrollFactorY |
t_int |
Vertical scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (> '100'), slower (< '100') or not at all (0). |
- |
V | |
ObjectSprite |
t_link to Sprite (parent) |
Sprite which is shown if the object is active (see ObjectCondition). |
- |
V | |
ObjectTimeToDestVisibility |
t_int |
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set. |
Yes |
S | |
ObjectValues |
t_links to Value (parent) |
All values of the object. |
- |
V | |
ObjectVisibility |
t_int |
Visibility of the object in %. Must be between '0' and '100'. '0' means the object is not visible at all (but is still recognized by the cursor), '100' means the object is completely visible (default). |
Yes |
S |
Outfit
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Outfit |
OutfitCharacterAnimations |
t_links to Animation (parent) |
Person animations, must be started manually. |
- |
V |
OutfitCharacterSpeed |
t_int |
Speed of character with this outfit (in pixel per second). |
Yes |
V/S | |
OutfitRandomAnimations |
t_links to Animation (parent) |
For playable characters: (characters with an interface): |
- |
V | |
OutfitStandingAnimations |
t_links to Animation (parent) |
Standing animations, shown when person is standing (instead of standing sprite). |
- |
V | |
OutfitTalkAnimations |
t_links to Animation (parent) |
Talk animations. |
- |
V | |
OutfitWalkAnimations |
t_links to Animation (parent) |
Walk animations (including standing sprite). |
- |
V |
ParticleContainer
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
ParticleContainer |
ParticleContainerCameraZoom |
t_float |
Zoom factor. |
- |
V |
ParticleContainerCameraZPosition |
t_float |
Z-Position of 'camera' for showing particle system. |
- |
V | |
ParticleContainerLeadTime |
t_links to Particles (parent) |
All particle emitters of this particle system. |
- |
V | |
ParticleContainerParticles |
t_links to Particles (parent) |
All particle emitters of this particle system. |
- |
V |
Particle
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Particle |
ParticleCameraZPos |
t_float |
Distance of the 'camera' to the z-layer. |
- |
V |
ParticleCameraZoom |
t_float |
Focal width of 'camera'. |
- |
V | |
ParticleTexture |
t_path |
Sprite used for all particles. |
- |
V | |
ParticleMaterialMode |
t_int |
- |
- |
V | |
ParticleTilesX |
t_int |
- |
- |
V | |
ParticleTilesY |
t_int |
- |
- |
V | |
ParticleType |
t_int |
- |
- |
V | |
ParticleXPos |
t_float |
X Position of particle emitter. |
- |
V | |
ParticleYPos |
t_float |
Y Position of particle emitter. |
- |
V | |
ParticleEmitterType |
t_int |
Defines where the particles emit. |
- |
V | |
ParticleEmitterWidth |
t_float |
Width of particle emitter space. |
- |
V | |
ParticleEmitterHeight |
t_float |
Height of particle emitter space. |
- |
V | |
ParticleEmitterDepth |
t_float |
Depth of particle emitter space. |
- |
V | |
ParticleMaxParticle |
t_int |
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters). |
- |
V | |
ParticlePerTime |
t_float |
New particles per time (with ~66 time units per second). |
- |
V | |
ParticlePhiX |
t_int |
Opening angle about the X-axis. |
- |
V | |
ParticlePhiY |
t_int |
Opening angle about the Z-axis. |
- |
V | |
ParticleMinSize |
t_float |
Minimum size of a particle. |
- |
V | |
ParticleMaxSize |
t_float |
Maximum size of a particle. |
- |
V | |
ParticleMinVelocity |
t_float |
Minimum velocity of a particle. |
- |
V | |
ParticleMaxVelocity |
t_float |
Maximum velocity of a particle. |
- |
V | |
ParticleMinLife |
t_int |
Minimum lifetime of a particle. |
- |
V | |
ParticleMaxLife |
t_int |
Maximum lifetime of a particle. |
- |
V | |
ParticleMinColor |
t_int |
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor. |
- |
V | |
ParticleMaxColor |
t_int |
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor. |
- |
V | |
ParticleRotationX |
t_int |
- |
- |
V | |
ParticleRotationZ |
t_int |
- |
- |
V | |
ParticleActiveStages |
t_int |
- |
- |
V | |
ParticleBlendColor0 |
t_int |
- |
- |
V | |
ParticleBlendColor1 |
t_int |
- |
- |
V | |
ParticleBlendColor2 |
t_int |
- |
- |
V | |
ParticleBlendColor3 |
t_int |
- |
- |
V | |
ParticleBlendColorCurve0 |
t_vfloat |
- |
- |
V | |
ParticleBlendColorCurve1 |
t_vfloat |
- |
- |
V | |
ParticleBlendColorCurve2 |
t_vfloat |
- |
- |
V | |
ParticleBlendColorCurve3 |
t_vfloat |
- |
- |
V | |
ParticleColorControlPoints0 |
t_vint |
- |
- |
V | |
ParticleColorControlPoints1 |
t_vint |
- |
- |
V | |
ParticleColorControlPoints2 |
t_vint |
- |
- |
V | |
ParticleColorControlPoints3 |
t_vint |
- |
- |
V | |
ParticleForceType |
t_int |
Type of force. Possible values are: |
- |
V | |
ParticleForceStrength |
t_float |
Strength of force which affects all particles. |
- |
V | |
ParticleForceRotationX |
t_int |
- |
- |
V | |
ParticleForceRotationZ |
t_int |
- |
- |
V | |
ParticleForceXPos |
t_float |
- |
- |
V | |
ParticleForceYPos |
t_float |
- |
- |
V | |
ParticleForceZPos |
t_float |
- |
- |
V | |
ParticleForceBlend |
t_float |
- |
- |
V | |
ParticleBlendSizeCurve |
t_vfloat |
- |
- |
V | |
ParticleSizeControlPoints |
t_vint |
- |
- |
V | |
ParticleLeadTime |
t_int |
Number of seconds the particle system is preplayed before it is displayed for the first time. |
- |
V | |
ParticleBlendMaxTile |
t_int |
- |
- |
V | |
ParticleBlendTilesCurve |
t_vfloat |
- |
- |
V | |
ParticleBlendTilesControlPoints |
t_vint |
- |
- |
V |
Point
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Point |
PointPosition |
t_point |
Position on the scene. |
- |
V |
PointRelations |
t_links to Point |
Links to connected points for way system. |
- |
V | |
PointSize |
t_int |
Size for character on this point (in %). |
- |
V |
Scene
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Scene |
SceneActions |
t_links to Actions (parent) |
All actions of the scene. These actions can only be started by another action. |
- |
V |
SceneBackgroundMusic |
t_path |
Background music which is played in a loop. |
Yes |
V/S | |
SceneBrightness |
t_int |
Defines the overall brightness of the scene (in %). Must be between '0' and '100'. '0' means this scene (with all its objects and characters) is completely dark (so everything is black), '100' means that everything is drawn with its original brightness (default). |
Yes |
S | |
SceneConditions |
t_links to Condition (parent) |
All conditions of the scene. |
- |
V | |
SceneContinueMusic |
t_bool |
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic). |
- |
V | |
SceneCurrentWaySystem |
t_link to WaySystem |
Currently used way system (only relevant if SceneIsMenu is false). |
Yes |
V/S | |
SceneCursor |
t_link to Cursor |
Cursor which is displayed on this scene (only used if SceneIsMenu is true). |
- |
V | |
SceneLightMap |
t_path |
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene. |
Yes |
V/S | |
SceneIsMenu |
t_bool |
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.). |
- |
V | |
SceneMusicBalance |
t_int |
Balance of the background music (SceneBackgroundMusic). Must be between '-100' (only left speaker) and '100' (only right speaker). |
Yes |
V/S | |
SceneMusicVolume |
t_int |
Volume of the background music (SceneBackgroundMusic). Must be between '0' (mute) and '100' (full volume). |
Yes |
V/S | |
SceneName |
t_link to Text (parent) |
The name of the scene (used for name in savegames). |
- |
V | |
SceneObjects |
t_links to Object (parent) |
All objects of the scene. |
- |
V | |
SceneParticleSystem |
t_link to ParticleContainer |
Particle system of the scene which is always shown. |
- |
V | |
SceneSavegameAreas |
t_vrect |
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area. |
- |
V | |
SceneSavegameFont |
t_link to Font |
Font which is used for the name of the savegame. |
- |
V | |
SceneSavegameScrollStep |
t_int |
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart. |
- |
V | |
SceneScrollableArea |
t_rect |
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge. |
Yes |
V/S | |
SceneScrollOnEdges |
t_bool |
If true then the scene will be scrolled if the cursor is on the screen edge. |
Yes |
V/S | |
SceneSprite |
t_sprite |
Background sprite of the scene. |
- |
V | |
SceneValues |
t_links to Value (parent) |
All values of the scene. |
- |
V | |
SceneWaySystems |
t_links to WaySystem (parent) |
All way systems of the scene. |
- |
V |
Script
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Script |
ScriptScript |
t_string |
Script content. |
- |
V |
Sprite
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Sprite |
SpriteSprite |
t_sprite |
- |
- |
V |
Text
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Text |
TextAll |
t_links to TextLanguage (parent) |
Language dependent texts for this text entry. |
- |
V |
TextLanguage
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
TextLanguage |
TextLanguageLanguage |
t_link to Language |
Language of this text. |
- |
V |
TextLanguageSound |
t_path |
Voice output file for this text. |
- |
V | |
TextLanguageText |
t_string |
Language dependent text. |
- |
V |
Value
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
Value |
ValueInt |
t_int |
The current integer value. |
Yes |
V/S |
ValueRandom |
t_bool |
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game. |
- |
V | |
ValueRandomMax |
t_int |
Upper bound for random value (see ValueRandom). |
- |
V | |
ValueRandomMin |
t_int |
Lower bound for random value (see ValueRandom). |
- |
V | |
ValueString |
t_string |
The current string value. |
Yes |
V/S |
WaySystem
Table |
Field |
Field Type |
Description |
Scriptable |
Storage |
WaySystem |
WaySystemBorder |
t_vpoint |
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders. |
- |
V |
WaySystemPoints |
t_links to Point (parent) |
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk. |
- |
V |