Data Structure 3.x

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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. If you want to access a field through scripting you have to use the field constants. A field constant starts with a 'V' followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: "game:getLink(VGameCurrentScene)").

The tables starting with 'Active' contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.

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.
'0': right mouse button click.
'1': cursor enters area.
'2': cursor leaves area.
'3': item dropped.
'5': called by an other action.
'6': command executed.
'7': left mouse click.
'8': character reached object.
'12': left mouse button double click.
'13': left mouse button double click (immediate execution).
'14': left mouse button hold.
'15': left mouse button hold (immediate execution).
'16': right mouse button click (immediate execution).
'17': command executed (immediate execution).
'20': item dropped (immediate execution).
'21': command executed - both.
'22': command executed - both (immediate execution).
'23': command executed - other.
'24': command executed - other (immediate execution).
'25': item dropped - both.
'26': item dropped - both (immediate execution).
'27': item dropped - other.
'28': item dropped - other (immediate execution).
'29': character enters area.
'30': character leaves area.

-

V

ActionFixture

t_link to Object

Item which is necessary to execute this action.

-

V

ActionArea

Table

Field

Field Type

Description

Scriptable

Storage

ActionArea

ActionAreaActions

t_links to AreaAction (parent)

The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).

-

V

ActionAreaPolygon

t_vpoint

Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.

-

V

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 Actionparts Documentation 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

AnimationStartedByUser

t_bool

True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.

-

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

TextOwner

t_link to Character or Object or Button

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.

-

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

AnimationModelAnimIndex

t_int

Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.

-

V

AnimationModelAnimSpeed

t_int

Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.

-

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.
eReplayReverse ('1'): each loop of the animation is shown in reverse order.
eReplayRandom ('2'): all frames of an animation loop are shown in random 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

AnimationWalkSteps

t_vfloat

Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.

-

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

AreaAction

Table

Field

Field Type

Description

Scriptable

Storage

AreaAction

AreaActionAction

t_link to Action (parent)

The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either '29' (CharacterEntersArea) or '30' (CharacterLeavesArea)).

-

V

AreaActionCharacter

t_link to Character

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.

-

V

AreaActionExecuteAlways

t_bool

If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.

-

V

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 (parent)

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 if the button is a command (ButtonType = '3' or '6'). Defines the type of this command:
'0' (eButtonNormal): normal command (e.g. 'Look at', 'Push').
'1' (eButtonCombined): combined command (e.g. 'Use', 'Give').
'2' (eButtonGive): give command (e.g. 'Give').

-

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 (parent)

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:
'0' (eButtonPlaceholder): Placeholder for an item.
'1' (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)
'2' (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)
'3' (eButtonCommand): Command.
'4' (eButtonActionArea): Action area. (only used to define individual actions for an area)
'5' (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)
'6' (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command ('3') with the only difference that this command cannot be selected for actions (because it is only selected through its group).

-

V

ButtonUse

t_int

Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on:
'0' (eUseOnAll): on objects (scene objects and items) and characters.
'1' (eUseOnCharacters): only on characters.
'2' (eUseOnObjects): only on objects (scene objects and items).

-

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

CharacterActionDestPosition

t_point

If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action.

Yes

V/S

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:
'0' (eNoAnim): No animation.
'1' (eWalkAnim): walk animation.
'2' (eTalkAnim): Talk animation.
'3' (eStandingAnim): Standing animation.
'4' (eCharacterAnim): Individual character animation.
'5' (eRandomAnim): Random 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

All interfaces currently used for this character.

-

V/S

CharacterItems

t_links to Object

All items which are picked up by this character.

Yes

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

CharacterSize

t_float

Current size of character in % ('100' = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.

- (read only)

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:
'2': standing.
'3': walking.

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

CharacterTint

t_int

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.

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):
'0': logical AND.
'1': logical OR.

-

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 (parent)

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

DialogPartLinkedAction

t_link to Action

Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.

-

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):
'0' (eDialogReturnToSame): the same dialog will be shown again.
'1' (eDialogReturnToUpper): the 'upper' dialog (which linked to the current dialog) will be shown.
'2' (eDialogReturnToEnd): no dialog will be shown.

-

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:
'0' (eMainContainer): All characters are stored in the main container.
'1' (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.
'2' (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).

-

V

GameCharacterLinks

t_links to Character (parent)

All characters of the game.

-

V

GameCommandBehaviour

t_int

Behavior for selecting the standard command.
'0'(eStdCommandAlways): set standard command after executing an action.
'1' (eSetStdCommandNever): never set standard command.
'2' (eSetStdCommandOnSuccess): set standard command after successful execution of an action.

Yes

V/S

GameCompanyName

t_string

The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\<UserName>\AppData\Local\<CompanyName>\<GameName>\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.

-

V

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

GameCurrentObject

t_link to Object or Character or Button

The object currently below the cursor.

-

S

GameCurrentScene

t_link to Scene

Scene which is currently shown.

Yes

S

GameCursorHorizontalScrollDistance

t_int

Distance of cursor to the left or right screen border where horizontal scrolling will be started.

Yes

S

GameCursorVerticalScrollDistance

t_int

Distance of cursor to the top or bottom screen border where vertical scrolling will be started.

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:
'0': no event.
'1': left mousebutton click.
'2': right mousebutton click.
'3': left mousebutton double click.
'4': left mousebutton hold.
'5': mouse enters area.
'6': mouse leaves area.

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_bool

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.

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:
'0' (eDrawNoActionText): do not draw action text.
'1' (eDrawActionTextAtCurrentPos): draw action text at current cursor position.
'2' (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.

Yes

V/S

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.
'0' (eFadeNo): no effect. display new scene immediately.
'1' (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.
'2' (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.
'3' (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.
'4' (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.
'5' (eShiftLeft): shift left. Shift current scene to the left and show new scene.
'6' (eShiftRight): shift right. Shift current scene to the right and show new scene.
'7' (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.

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

GameGameComposedFile

t_path

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.

-

V

GameGameComposedFiles

t_int

The number of composed game files:
'0' (eMainContainer): The game object is stored in the main container.
'1' (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.

-

V

GameGameName

t_string

The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\<UserName>\AppData\Local\<CompanyName>\<GameName>\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.

-

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

GameHorizontalScrollDistance

t_int

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.

Yes

S

GameId

t_string

Unique Identification number. Used for savegames in order to only load savegames for correct game.

-

V

GameInterfaces

t_links to Interface (parent)

All interfaces of the game.

-

V

GameInterfaceClasses

t_links to InterfaceClass (parent)

All interface classes of the game.

-

V

GameInterfaceComposedFile

t_path

Defines the filename for composing the interface when compiling the game.

-

V

GameInterfaceComposedFiles

t_int

The number of composed interface files:
'0' (eMainContainer): All interfaces are stored in the main container.
'1' (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.
'2' (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).

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

GameLeftHoldBehaviour

t_int

Defines if the character will be sent to the current position when the left button is released.
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.

Yes

V/S

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

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).
'0': Linear interpolation.
'1': Nearest neighbor.

-

V

GameMagnificationFilter

t_int

Filter for magnification of textures (scaling of character images).
'0' (eLinearInterpolation): Linear interpolation.
'1' (eNearestNeighborInterpolation): Nearest neighbor.

-

V

GameMiddleClickAction

t_link

An action which will be started if the middle mouse button is clicked.

-

V

GameMiddleClickBehaviour

t_int

Defines if the character will be sent to the current position when the middle mouse button is clicked.
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.

Yes

V/S

GameMouseWheelUpAction

t_link

An action which will be started if the mouse wheel is moved up.

-

V

GameMouseWheelDownAction

t_link

An action which will be started if the mouse wheel is moved down.

-

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:
'0' (eMainContainer): All movies are stored in the main container.
'1' (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.

-

V

GameObjectFont

t_link to Font

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.

Yes

V

GameParticleContainerLinks

t_links to ParticleContainer (parent)

All particle systems of the game.

-

V

GamePicBufferSize

t_int

Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value >= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).

-

V

GamePictureCacheSize

t_int

Size in MB for cache which stores the recently loaded images.

-

V

GamePreloadPicThreads

t_int

Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.

-

V

GamePreloadedPicBufferSize

t_int

Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value >= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).

-

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

GameRegisteredEventHandlers

t_string

Stores all registered event handlers for a savegame (internal only).

-

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

GameRightClickBehaviour

t_int

Defines if the character will be sent to the current position when the right mouse button is clicked.
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.

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

GameSavegameScreenshot

t_path

Image used as savegame screenshot for all scenes when game is played on a mobile device.

-

V

GameSceneComposedFile

t_path

Defines the filename for composing the scenes when compiling the game.

-

V

GameSceneComposedFiles

t_int

The number of composed scene files:
'0' (eMainContainer): All scenes are stored in the main container.
'1' (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.
'2' (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).

-

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.
'0': currently no horizontal scrolling.
'1': currently scrolling to the left.
'2': currently scrolling to the right.

-

S

GameScrollDirectionVertical

t_int

Vertical direction the scene is currently scrolling.
'0': currently no vertical scrolling.
'3': currently scrolling to the top.
'4': currently scrolling to the bottom.

-

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

GameShowBlackScreenAfterVideo

t_bool

If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.

Yes

V/S

GameSpeakerSoundPanFactor

t_int

Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.

-

V/S

GameSpeakerTextAlignment

t_int

Defines alignment of speaker text:
'0' (eAlignLeft): Align left.
'1' (eAlignRight): Align right.
'2' (eAlignCentered): Centered.
'3' (eAlignLeftWithCenterPos): Align left (use center position).
'4' (eAlignRightWithCenterPos): Align right (use center position).
'5' (eAlignCenteredWithLeftPos): Centered (use left position).

Yes

V/S

GameSpeechLanguage

t_link to Language

Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.

Yes

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:
'0' (eAlignLeft): Align left.
'1' (eAlignRight): Align right.
'2' (eAlignCentered): Centered.
'3' (eAlignLeftWithCenterPos): Align left (use center position).
'4' (eAlignRightWithCenterPos): Align right (use center position).
'5' (eAlignCenteredWithLeftPos): Centered (use left position).

Yes

V/S

GameTextOutput

t_int

Defines if spoken texts should be printed and/or spoken:
'0' (eTextAndSpeechOutput): Display text and play speech file.
'1' (eOnlySpeechOutput): Only play speech file.
'2' (eOnlyTextOutput): Only display text.

Yes

S

GameTextSpeed

t_int

Speed for displaying texts (in %). Default is 100.

Yes

S

GameUsedItem

t_link to Object

The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.

-

S

GameVersion

t_string

Version number of the game.

-

V

GameVerticalScrollDistance

t_int

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.

Yes

S

GameVideosEncrypted

t_bool

If true the videos are stored in an encrypted container. This field is only relevant for compiled games.

-

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

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

InterfaceClass

t_link to InterfaceClass

The class this interface belongs to.

-

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:
'0': top.
'1': bottom.
'2': left.
'3': right.
'4': absolute, position on screen defined by InterfaceOffset.
'5': relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).

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

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

InterfacePosition

t_point

Absolute position of upper left corner of interface.

-

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 the visibility is > 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.

Yes

V/S

InterfaceClass

Table

Field

Field Type

Description

Scriptable

Storage

InterfaceClass

InterfaceClassName

t_string

Interface class name. The name of the object itself will be set to the translated class name.

-

V

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 ObjectCondition 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

ObjectOffset

t_point

Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Detecting an object (ObjectPolygon) by the cursor also considers the offset.

Yes

S

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

ObjectRotation

t_float

TODO - Rotation for this object in degrees?. The object image and all object animations will take the rotation into account.

Yes

S

ObjectRotationCenter

t_point

TODO - Defines the center (from upper left corner of image) for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.

Yes

S

ObjectScale

t_float

TODO - Defines scaling factor for this object. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.

Yes

S

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

ObjectShaderSet

t_int

TODO

Yes

S

ObjectSnoopAnimation

t_link to Animation

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.

-

V

ObjectSnoopAnimationPos

t_point

Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.

-

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

OutfitAmbientLightColor

t_int

The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.

Yes

V/S

OutfitCameraAngle

t_float

This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).

Yes

V/S

OutfitCameraHeight

t_float

This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.

Yes

V/S

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

OutfitLightColor

t_int

The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.

Yes

V/S

OutfitLightPosX

t_float

The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.

Yes

V/S

OutfitLightPosY

t_float

The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.

Yes

V/S

OutfitLightPosZ

t_float

The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.

Yes

V/S

OutfitModel

t_path

Path to the 3D model file used for the outfit.

-

V

OutfitModelAmbientOcclusion

t_int

This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.

-

V

OutfitModelOutlineColor

t_int

The color used for the contours of 3D models.

Yes

V/S

OutfitModelOutlineWidth

t_int

The width of contours of 3D models.

Yes

V/S

OutfitModelScaleFactor

t_int

The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.

Yes

V/S

OutfitModelShadow

t_int

Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow (2). The value 0 disables shadows. Shadows are always cast straight downwards.

-

V

OutfitModelShadowVisibility

t_int

This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.

-

V

OutfitModelShowOutline

t_bool

This flag indicates whether outlines of a 3D model are drawn.

Yes

V/S

OutfitModelTextures

t_vpath

This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.

-

V

OutfitModelToonNuances

t_int

Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.

Yes

V/S

OutfitModelUseToonShading

t_bool

This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.

Yes

V/S

OutfitRandomAnimations

t_links to Animation (parent)

For playable characters: (characters with an interface):
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).
For non-playable characters (characters without an interface):
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).

-

V

OutfitRandomMaxTime

t_int

Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.

-

V

OutfitRandomMinTime

t_int

Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.

-

V

OutfitSlideWalkAnimation

t_bool

If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.

-

V/S

OutfitStandingAnimations

t_links to Animation (parent)

Standing animations, shown when person is standing.

-

V

OutfitTalkAnimations

t_links to Animation (parent)

Talk animations.

-

V

OutfitWalkAnimations

t_links to Animation (parent)

Walk animations.

-

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

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

ParticleBlendMaxTile

t_int

-

-

V

ParticleBlendSizeCurve

t_vfloat

-

-

V

ParticleBlendTilesControlPoints

t_vint

-

-

V

ParticleBlendTilesCurve

t_vfloat

-

-

V

ParticleCameraZPos

t_float

Distance of the 'camera' to the z-layer.

-

V

ParticleCameraZoom

t_float

Focal width of 'camera'.

-

V

ParticleColorControlPoints0

t_vint

-

-

V

ParticleColorControlPoints1

t_vint

-

-

V

ParticleColorControlPoints2

t_vint

-

-

V

ParticleColorControlPoints3

t_vint

-

-

V

ParticleEmitterSizeX

t_int

Width of particle emitter space.

-

V

ParticleEmitterSizeY

t_int

Height of particle emitter space.

-

V

ParticleEmitterSizeZ

t_int

Depth of particle emitter space.

-

V

ParticleEmitterType

t_int

Defines where the particles emit.
'1': particles emit from one point in space (see ParticleXPos and ParticleYPos).
'2': particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).

-

V

ParticleForceBlend

t_float

-

-

V

ParticleForceRotationX

t_int

-

-

V

ParticleForceRotationZ

t_int

-

-

V

ParticleForceStrength

t_float

Strength of force which affects all particles.

-

V

ParticleForceType

t_int

Type of force. Possible values are:
'0': directional.
'1': directional from point.
'2': point.

-

V

ParticleForceXPos

t_float

-

-

V

ParticleForceYPos

t_float

-

-

V

ParticleForceZPos

t_float

-

-

V

ParticleLeadTime

t_int

Number of seconds the particle system is preplayed before it is displayed for the first time.

-

V

ParticleMaterialMode

t_int

-

-

V

ParticleMaxColor

t_int

The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.

-

V

ParticleMaxLife

t_int

Maximum lifetime of a particle.

-

V

ParticleMaxParticle

t_int

Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).

-

V

ParticleMaxSize

t_float

Maximum size of a particle.

-

V

ParticleMaxVelocity

t_float

Maximum velocity of a particle.

-

V

ParticleMinColor

t_int

The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.

-

V

ParticleMinLife

t_int

Minimum lifetime of a particle.

-

V

ParticleMinSize

t_float

Minimum size of a particle.

-

V

ParticleMinVelocity

t_float

Minimum velocity of a particle.

-

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

ParticlePosX

t_int

X Position of particle emitter (in pixel coordinates).

-

V

ParticlePosY

t_int

Y Position of particle emitter (in pixel coordinates).

-

V

ParticleRotationX

t_int

-

-

V

ParticleRotationZ

t_int

-

-

V

ParticleSizeControlPoints

t_vint

-

-

V

ParticleTexture

t_path

Sprite used for all particles.

-

V

ParticleTilesX

t_int

-

-

V

ParticleTilesY

t_int

-

-

V

ParticleType

t_int

-

-

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

SceneActionAreas

t_links to ActionArea (parent)

All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).

-

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

SceneSavegameScreenshot

t_path

Image used as savegame screenshot for this scene when game is played on a mobile device.

-

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

TextTextLanguages

t_vtext

Language dependent texts for this text entry.

-

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