Use Values

Actor – Able to Move

Returns if the actor is able to move or not


Actor – Accelerating

Returns if an actor is accelerating or not


Actor – Acceleration

Returns the acceleration at which the selected actor moves


Actor – ActionIconAlive

Returns the action icon of an actor


Actor – ActionIconDead

Returns the destroyed action icon of an actor


Actor – Actor Collision X1

Returns a component of the actor’s collision bounding box


Actor – Actor Collision X2

Returns a component of the actor’s collision bounding box


Actor – Actor Collision Y1

Returns a component of the actor’s collision bounding box


Actor – Actor Collision Y2

Returns a component of the actor’s collision bounding box


Actor – Actor Collision Z1

Returns a component of the actor’s collision bounding box


Actor – Actor Collision Z2

Returns a component of the actor’s collision bounding box


Actor – Actor Template Condition

Checks to see if an actor is a certain actor template. Returns true (1) or false (0)

Actor Template – The actor template it’s checking for


Actor – Actor Template

Returns the name of the selected actor’s template


Actor – Actor Variables Collection

Returns a collection of names for all the actor’s variables


Actor – Actor Variable

Returns the value of an actor variable


Actor – AI Enabled

Returns the AI state of the selected actor. On (1) or off (0)


Actor – AI Focussed Actor

Returns the scripting ID of the actor an actor with AI is focusing on


Actor – AI Focussed Character (Legacy)

Returns which actor the AI is focused on


Actor – AI State

Returns the state of the AI


Actor – Aim/Look Angle Y

Returns the current Y aim angle of the selected actor


Actor – Ammunition for Item

Returns the amount of ammunition an item has


Actor – Angle of Rotation

The rotation of an effect


Actor – Assigned Interface

Returns which interface is assigned to an actor


Actor – Auto-Movement Style

Returns which auto-movement style the actor is using


Actor – Body Color

Returns the body color of an actor


Actor – Body Color

Returns the body color of an actor


Actor – Body/Clothing Color

Returns the body/clothing color of a selected actor


Actor – Body/Clothing Color

Returns the body/clothing color of a selected actor


Actor – Body/Clothing Color

Returns the color of a specific layer on an actor

Category – The Sprite category to retrieve
Layer – The Sprite color layer (1-8) to retrieve


Actor – Body/Clothing

Returns which body/clothing sprite the actor is using/wearing


Actor – Closest Actor

Returns the scripting ID of the closest actor to the selected actor

Actor Template – The actor template it’s checking for


Actor – Closest Character (Legacy)

Returns the scripting ID of the actor closest to the selected actor


Actor – Collision

Checks to see if an actor is colliding with a solid object. Returns 1 if the actor is colliding and 0 if the actor isn’t colliding

Map – The map the actor is on
X – The X co-ordinate of the map the actor is on
Y – The Y co-ordinate of the map the actor is on
Z – The Z co-ordinate of the map the actor is on
Direction – The direction of the collision


Actor – Controlled by Player

Returns the actor being controlled by the player (1) or not (0)


Actor – Current Custom Pose

Returns which custom pose an actor is performing


Actor – Current Map

The map an actor is currently on


Actor – Current Statistic

Returns the current selected statistic for an actor


Actor – Current Turret

Current turret an actor is using


Actor – Current Vehicle

Returns the scripting ID of the currently controlled vehicle


Actor – Current Velocity

Returns the current velocity of an actor


Actor – Directions to Walk to Location

Returns the path as a collection required to walk in order to get to a specific location

X – The X co-ordinate
Y – The Y co-ordinate
Z – The Z co-ordinate
Walk Through Allied Actors – Changes if the actor can walk through its allies or not


Actor – Disabled Lighting

Returns the state of an actor’s lighting. Disabled (1) or enabled (0)


Actor – DisableIdle

Returns if the actor has its ‘Idle’ pose disable


Actor – Display Name

Returns the display name of an actor


Actor – Driver

Returns the scripting ID of the actor controlling the vehicle


Actor – Effect

The image an effect uses


Actor – Equipment

The item equipped in a certain area of equipment


Actor – Equippable Items/Magic Collection

Returns a collection of all equip-able items/magic that an actor holds

Area of Equipment – The area of equipment that is read


Actor – Extension

Returns the current extention used by a vehicle


Actor – Face Graphic

The face graphic of an actor’s sprite


Actor – Facing Direction (Cardinal)

Returns what cardinal direction the actor is facing on the Z Axis


Actor – Falling Speed

Returns how quickly an actor can fall


Actor – Full Scripting ID

The fully qualified scripting ID of the map and actor together


Actor – Gas Level

Returns how much fuel an actor has


Actor – Glow

Returns the glow color of an actor


Actor – Health

Returns how much health an actor currently has


Actor – Holding Point X Position

Returns the X position of an actor’s holding point

Holding Point – The holding point checked (1-4)


Actor – Holding Point X Rotation

Returns the X rotation of an actor’s holding point

Holding Point – The holding point checked (1-4)


Actor – Holding Point Y Position

Returns the Y position of an actor’s holding point

Holding Point – The holding point checked (1-4)


Actor – Holding Point Y Rotation

Returns the Y rotation of an actor’s holding point

Holding Point – The holding point checked (1-4)


Actor – Holding Point Z Position

Returns the Z position of an actor’s holding point

Holding Point – The holding point checked (1-4)


Actor – Holding Point Z Rotation

Returns the Z rotation of an actor’s holding point

Holding Point – The holding point checked (1-4)


Actor – Ignore Cursor

Returns if the cursor should ignore the actor


Actor – Inventory Collection

Returns the inventory collection of an actor


Actor – Invincible

Returns whether the selected actor is invincible (1) or vulnerable (0)


Actor – Invisible

Returns whether the selected actor is visible (1) or invisible (0)


Actor – Jumped

Returns if the actor is in the middle of a jump


Actor – Last Attacked

Returns the last actor that attacked this one


Actor – Last Damaged

Returns the last actor that this one attacked


Actor – Liquid Level

Returns the Z value of the terrain elevation (liquid only) directly below the actor


Actor – Magic Collection

Returns a collection of the current magic an actor has


Actor – Maximum Gas Level

Returns what the maximum fuel level of an actor is


Actor – Maximum Health

The maximum health of an actor


Actor – Maximum Speed

Returns the speed at which the selected actor moves


Actor – Maximum Statistic

Returns the maximum value of the selected actor’s statistic


Actor – Moving

Returns if an actor is currently executing a ‘Walk to Location’, ‘Walk to Closest Location’, ‘Walk to Cursor’ or ‘Take Specific Movements’ event


Actor – New Actor

Returns newly active spawned actor when this actor has been destroyed due to map change


Actor – Next Direction to Walk to Location

Returns the next direction required to walk in order to get to a specific location

X – The X co-ordinate being walked to
Y – The Y co-ordinate being walked to
Z – The Z co-ordinate being walked to
Walk Through Allied Actors – Changes if the actor can walk through its allies or not


Actor – Nonexistent

Returns whether the selected actor is existent (1) or non-existent (0)


Actor – Number of Items (All)

Returns the total number of items an actor has


Actor – Number of Items (Inventory Only)

Returns the number of items an actor has in its inventory


Actor – Performing Forward/Backward Movement

Returns if an actor is moving forward or backward


Actor – Performing Movement X

Returns which direction an actor is moving on the X axis


Actor – Performing Movement Y

Returns which direction an actor is moving on the Y axis


Actor – Performing Movement Z

Returns which direction an actor is moving on the Z axis


Actor – Physics Specifications

Returns which physics specifications an actor has


Actor – Probability of Reward Item

Returns what the probability of rewarding an item is


Actor – Remaining Ammo in Weapon Clip

Returns how much ammunition is left in a weapon’s clip


Actor – Reverse Speed

Returns how quickly an actor can reverse


Actor – Reward Experience

Returns the amount of experience an actor gives after it’s defeated


Actor – Reward Money

Returns the reward money for defeating an actor


Actor – Reward Points

Returns the amount of points rewarded for defeating an actor


Actor – Rising Speed

Returns how quickly an actor can rise


Actor – Rising

Returns if an actor is rising or falling


Actor – Rotation X

Returns the current X rotation of the selected actor


Actor – Rotation Y

Returns the current Y rotation of the selected actor


Actor – Rotation Z

Returns the current Z rotation of the selected actor


Actor – Scripting ID

The name of an actor that identifies it in scripting


Actor – Shadow Color

Returns the color of the selected actor’s shadow


Actor – Solid

Returns whether the actor is solid


Actor – Statistic with Item

Returns an actor’s statistics with the added bonuses of an item

Statistic – Statistic checked
Item – Item checked


Actor – Strafing

Returns if the actor is strafing left (-1), right (1) or not at all (0)


Actor – Team

Returns which team the selected actor is a part of


Actor – Time Since Hurt

Returns how long it’s been since an actor has taken damage


Actor – Tint/Opacity Color

Returns the tint/opacity color of an actor


Actor – Total Inventory Weight

Returns the total weight of all the items in the actor’s inventory


Actor – Touching Actor

Checks to see if an actor is colliding with another actor. Returns 1 if the actor is colliding and 0 if the actor isn’t colliding

Map – The map the actor is on
X – The X co-ordinate of the map the actor is on
Y – The Y co-ordinate of the map the actor is on
Z – The Z co-ordinate of the map the actor is on
Direction – The direction of the collision
Against Actor – The actor collided with


Actor – Turning Speed

Returns how sharply an actor will turn


Actor – Turning

Returns if an actor is turning


Actor – Using Equipment

Returns if the selected actor is using its weapon (1) or not (0)


Actor – Using Weapon

Returns if an actor is using a weapon or not


Actor – Visible Shadow

Returns the actor’s shadow visibility (1) or invisibility (0)


Actor – Walk to Location

Moves the actor to a specific destination on the map. Depending on if the actor is able to walk to the destination or not it will take one of two paths

Map – The map the actor is moving on
X – The X co-ordinate of the map the actor is moving to
Y – The Y co-ordinate of the map the actor is moving to
Z – The Z co-ordinate of the map the actor is moving to
Direction – The direction the actor faces after moving
Walk Through Allied Characters – Changes if the actor can walk through its allies or not


Actor – Walking Animation Scale

The actor’s walking animation scaling, or 0 for it to be based on speed


Actor – X Magnification

The actor’s X magnification percentage


Actor – X Position

The X co-ordinate an actor is at on its current map


Actor – X Velocity

Returns the current horizontal velocity of the selected actor


Actor – Y Magnification

The actor’s Y magnification percentage


Actor – Y Position

The Y co-ordinate an actor is at on its current map


Actor – Y Velocity

Returns the current vertical velocity of the selected actor


Actor – Z Magnification

The actor’s Z magnification percentage


Actor – Z Position

The Z co-ordinate an actor is at on its current map


Actor – Z Velocity

Returns the current rising/lowering velocity of the selected actor


Area of Equipment – Display Name

Returns the equipment area’s display name. The display name can be changed without affecting the equipment area’s use in a script


Area of Equipment – Graphic

Returns what graphic the area of equipment used


Area of Equipment – Scripting ID

Returns the equipment area’s name used in scripting


Camera View – Focus Distance

Returns the distance of the camera from the focus location in pixels


Camera View – Focussed Actor

Returns which actor the camera is focussed on


Camera View – Focussed Character (Legacy)

Returns which actor the camera is focussed on


Camera View – Focussed Map

Returns which map the camera is focussed on


Camera View – Focussed Vehicle (Legacy)

Returns which actor the camera is focussed on


Camera View – FOV

Returns the field of view angle of the camera


Camera View – Horizontal Orbit

Returns the horizontal angle of the camera


Camera View – Locked Camera

Returns if the camera is locked or not


Camera View – Perspective

Returns the current perspective of the screen


Camera View – Planar Roll

Returns the roll angle of the camera


Camera View – Source X Position

Returns the source spot location of the camera on the X axis


Camera View – Source Y Position

Returns the source spot location of the camera on the Y axis


Camera View – Source Z Position

Returns the source spot location of the camera on the Z axis


Camera View – Target X Position

Returns the target spot location of the camera on the X axis


Camera View – Target Y Position

Returns the target spot location of the camera on the Y axis


Camera View – Target Z Position

Returns the target spot location of the camera on the Z axis


Camera View – Vertical Angle

Returns the vertical angle of the camera


Camera View – Visual Range

Returns the visual rendering distance in pixels


Camera View – X Focus Offset

Returns the X focus offset of a camera


Camera View – X Pan (Left Pixel)

Returns the X (Left) panning position


Camera View – X Pan (Right Pixel)

Returns the X (Right) panning position


Camera View – Y Focus Offset

Returns the Y focus offset of a camera


Camera View – Y Pan (Bottom Pixel)

Returns the Y (Bottom) panning position


Camera View – Y Pan (Top Pixel)

Returns the Y (Top) panning position


Camera View – Z Focus Offset

Returns the Z focus offset of a camera


Camera View – Z Pan (Bottom Pixel)

Returns the Z (Bottom) panning position


Camera View – Z Pan (Top Pixel)

Returns the Z (Top) panning position


Camera View – Zoom

Returns the camera’s zoom multiplier


Collection – Collection Count

Returns how many values a collection is holding

Collection – The collection counted


Collection – Cut Out Left Portion

Returns a collection with the starting side removed, with the number of entries being the entries to leave out

Collection – The collection that the entries are being retrieved from
Number of Entries – The number of entries that are being left out


Collection – Cut Out Right Portion

Returns a collection with the ending side removed, with the number of entries being the entries to leave out

Collection – The collection that the entries are being retrieved from
Number of Entries – The number of entries that are being left out


Collection – Cut Out Sides

Returns the collection with a set number of entries cut from the starting/ending positions

Collection – The collection being read from
Number of Entries (Start) – The number of entries to cut from the starting side
Number of Entries (End) – The number of entries to cut from the ending side


Collection – Find in Collection

Searches a collection for the first occurence of a certain value

Collection – The collection being searched
Value – The value being searched for
Starting Entry # – The starting entry number to begin the search


Collection – Join Into Text

Returns each element, inside a collection, into a string of text with an optional delimiter

Collection – The collection that is being read from
Delimiter – The delimiter is a character/string used to seperate each element in the text


Collection – Left Portion

Returns a set number of collection entries starting from the starting side

Collection – The collection that the entries are being retrieved from
Number of Entries – The number of entries to read


Collection – Make Collection

Makes a collection from a series of values

Values – The data to be made into a collection


Collection – Merge Collections

Combines two collections into one

Collection 1 – The collection getting merged
Collection 2 – The collection to merge into the other one


Collection – Middle Portion

Returns a set number of collection entries starting from the starting number and continuing for the set number of entries to read

Collection – The collection that the entries are being retrieved from
Starting Entry # – The entry number to start reading from
Number of Entries – The number of entries to read


Collection – nth Element in Collection

Returns for a value at a certain entry number in a collection

Collection – The collection checked
Entry # – The entry number checked


Collection – Right Portion

Returns a set number of collection entries starting from the ending side

Collection – The collection that the entries are being retrieved from
Number of Entries – The number of entries to read


Color – Average

Returns the average between two colors

Color 1 – The first color
Color 2 – The second color


Color – Get Alpha Component

Returns what the alpha value of a color is (0 is transparent and 255 is opaque)

Color – The color checked


Color – Get Blue Component

Returns what the blue value of a color is (0 to 255)

Color – The color checked


Color – Get Chroma

Returns the chroma of a color

Color – The color checked


Color – Get Green Component

Returns what the green value of a color is (0 to 255)

Color – The color checked


Color – Get Lightness

Returns how bright a color is (0 is the darkest and 255 is the brightest)

Color – The color checked


Color – Get Red Component

Returns what the red value of a color is (0 to 255)

Color – The color checked


Color – Get Saturation

Returns how saturated a color is (0 is grey scale and 255 is full saturation)

Color – The color checked


Color – Linear Interpolate

Returns color 1 if the factor is 0, color 2 if the factor is 1 and the average of color 1 and 2 if the factor is 0.5 with everything in-between using color interpolation

Color 1 – The first color
Color 2 – The second color
Factor – The factor of which value is returned, generally between 0.0 and 1.0


Color – Make Color (Alpha + Color)

Generates a color code based on another color and alpha

Color – The initial color
Alpha – The level of transparency the color has (0 is transparent and 255 is opaque)


Color – Make Color (ARGB)

Generates a color code based on ARGB values

Alpha – The level of transparency the color has (0 is transparent and 255 is opaque)
Red – How much red if in the color (0 to 255)
Green – How much green if in the color (0 to 255)
Blue – How much blue if in the color (0 to 255)


Color – Make Color (RGB)

Generates a color code based on RGB values

Red – How much red if in the color (0 to 255)
Green – How much green if in the color (0 to 255)
Blue – How much blue if in the color (0 to 255)


Color – Modulate

Returns the modulation of two colors (for example: white modulated with red will be red and black modulated with any color will be black. This is used by the lighting engine to calculate the color of a tile based on lighting

Color 1 – The initial color
Color 2 – The color of the lighting


Cursor / Motion – Accelerometer/Tilt X

Returns the x-axis acceleration value in meters per second squared; negative when on left side, positive when on right side


Cursor / Motion – Accelerometer/Tilt Y

Returns the y-axis acceleration value in meters per second squared; negative when on bottom side, positive when on top side


Cursor / Motion – Accelerometer/Tilt Z

Returns the z-axis acceleration value in meters per second squared; negative when on back, positive when on front


Cursor / Motion – Color

Returns the color of the cursor


Cursor / Motion – Effect

Returns the cursor graphic


Cursor / Motion – Horizontal Change (Delta X)

Used with the ‘Mouse Move’ trigger to get the most recent changes of the mouse on the X axis


Cursor / Motion – Orientation X/Y (Z)

Returns the orientation of the device in radians on the X/Y (Z) plane.


Cursor / Motion – Orientation Y/Z (X)

Returns the orientation of the device in radians on the Y/Z (X) plane.


Cursor / Motion – Sprite

Returns the cursor graphic


Cursor / Motion – Targeted Map

Returns the map the user is clicking on


Cursor / Motion – Targeted X (Y)

Returns the X co-ordinate where the user is clicking (Y layer)

Y Layer – The Y layer checked


Cursor / Motion – Targeted X (Z)

Returns the X co-ordinate where the user is clicking (Z layer)

Z Layer – The Z layer checked


Cursor / Motion – Targeted Y (X)

Returns the Y co-ordinate where the user is clicking (X layer)

X Layer – The X layer checked


Cursor / Motion – Targeted Y (Z)

Returns the Y co-ordinate where the user is clicking (Z layer)

Z Layer – The Z layer checked


Cursor / Motion – Targeted Z (X)

Returns the Z co-ordinate where the user is clicking (X layer)

X Layer – The X layer checked


Cursor / Motion – Targeted Z (Y)

Returns the Z co-ordinate where the user is clicking (Y layer)

Y Layer – The Y layer checked


Cursor / Motion – Vertical Change (Delta Y)

Used with the ‘Mouse Move’ trigger to get the most recent changes of the mouse on the Y axis


Cursor / Motion – Wheel Change (Delta Z)

Used with the ‘Mouse Move’ trigger to get the most recent changes of the mouse on the Z axis


Cursor / Motion – X Screen Position

Returns the X position of the cursor


Cursor / Motion – Y Screen Position

Returns the Y position of the cursor


Date / Time – Day

Returns the day of the month


Date / Time – Hour

Returns the current hour


Date / Time – Minute

Returns the current minute


Date / Time – Month

Returns the month of the year


Date / Time – Now

Converts the current system date into a specified Date/Time format, eg:

%x = MM/DD/YY
%X = 14:55:02 (24-hour)
%y = YY
%Y = YYYY
%Z = Timezone (CDT)
%B = Month (August)
%c = Day, Month, DD, 14:55:02, YYYY

for more information, see the ‘Script Editor’ section of the Wiki

Format – The Date/Time format


Date / Time – Second

Returns the current second


Date / Time – Year

Returns the year


Door – Current Open Value

Returns how much a door is open


Door – Disabled Lighting

Returns the selected doors lighting. Disabled (1) or enabled (0)


Door – Door Color

Returns the door color


Door – Door Glow

Returns a doors glow color


Door – Full Scripting ID

The fully qualified scripting ID of the map and door together


Door – Future Open Value

Returns how much a door is open


Door – Invincible

Returns a doors invincibility


Door – Invisible

Returns a doors visibility


Door – Open Style

Returns which way a door opens


Door – Scripting ID

The name of a door used only in scripting


Door – Shadow Color

Returns a doors shadow color


Door – Tile X

The tile number, on the X axis, from the door sheet


Door – Tile Y

The tile number, on the Y axis, from the door sheet


Door – Visible Shadow

Returns the visibility of a doors shadow


Door – X Position

Returns the X co-ordinate of a door


Door – Y Position

Returns the Y co-ordinate of a door


Door – Z Position

Returns the Z co-ordinate of a door


Effect – Display Name

Returns the display name of a effect


Effect – Scripting ID

Returns the name of a effect used in scripting


Effect – X Size

Returns the X size of a effect in pixels


Effect – Y Size

Returns the Y size of a effect in pixels


Field – Associated Selection Field Name

Returns the name of the selected field’s associated field


Field – Associated Selection Field

Returns the scripting ID of the selected field’s associated field


Field – Calculated Text Height

Returns the calculated height of the text of a field in pixels


Field – Calculated X Size

Returns the X calculated size of a field in pixels


Field – Calculated Y Size

Returns the Y calculated size of a field in pixels


Field – Collection Columns

Returns the number of collection entry columns of a field


Field – Collection Offset X

Returns the collection entry horizontal offset of a field


Field – Collection Offset Y

Returns the collection entry vertical offset of a field


Field – Color 1

Returns the selected fields primary color


Field – Color 2

Returns the selected fields secondary color


Field – Disabled

Returns the enabled (0) or disabled (1) state of the field


Field – Display Name

Returns the display name of a field


Field – Effect

Returns which effect a field uses


Field – Font

Returns the selected text fields font


Field – Full Scripting ID

The fully qualified scripting ID of the interface and field together


Field – Glow

Returns the color of a fields glow


Field – Graph End Angle

Returns the ending angle of the graph field


Field – Graph Start Angle

Returns the starting angle of the graph field


Field – Ignore Cursor

Returns if the cursor should ignore the field


Field – Invisible

Returns the visibility (1) or invisibility (0) of the field


Field – Line Spacing

Returns the number of pixels between each line of text


Field – Lines of Text

Returns the number of lines in a text field


Field – Maximum Value

Returns the maximum value of a field


Field – Nonexistent

Returns the existence (1) or non-existence (0) of the field


Field – Scripting ID

The name of a field used in scripting


Field – Selectable

Returns if the field is selectable (1) or not (0)


Field – Shadow Color

Returns the color of a fields shadow


Field – Spawn Index

Returns the index of the spawned field (1 being the first spawned field)


Field – Sprite

Returns the sprite of a field


Field – Static Effect Angle of Rotation

Returns the angle of rotation of the static effect field


Field – Text / Value

Returns the text or value of a field


Field – Text at Line

Returns the text at a specific line within a text field

Line – The line number to read


Field – Text Display Style

Returns the field’s text display style


Field – Text Height

Returns the height of a text field


Field – Text Height

Returns the height of the text of a field


Field – Text Width

Returns the width of a text field


Field – Visible Shadow

Returns if the fields shadow is visible (1) or not (0)


Field – X Position

Returns the X position of a field


Field – X Size

Returns the X size of a field


Field – Y Position

Returns the Y position of a field


Field – Y Size

Returns the Y size of a field


Field – Z Position

Returns the Z position of a field


Field – Z Size

Returns the Z size of a field


File System – End of File

Returns whether a file being read is at the end

File Slot – An identifying number used to reference the open file


File System – File Exists

Returns whether a file exists on a drive or not

Filename – The path where the file is located


File System – Read Line

Reads a line of text from a file slot

File Slot – An identifying number used to reference the open file


File System – Read Number

Reads an integer number from a file slot

File Slot – An identifying number used to reference the open file


File System – Read Text

Reads text from a file slot

File Slot – An identifying number used to reference the open file


Font – Display Name

Returns the display name of a font


Font – Line Height

Returns the height of a line of text with a specific font in pixels


Font – Scripting ID

Returns the name of a font used in scripting


Game Options – Display Text Interval

Returns the interval in which text is displayed


Game Options – Render Shading

Returns shading (smoother lighting, dials and text)


Game Options – Render Specular

Returns rendering of high-light effects


Game Options – Render Translucency/Transparency

Returns rendering translucent and transparent effects (1) or not (0)


Game Options – Sound Speed

Returns the speed in which sound is played


Game Options – Sound/Music Volume

Returns the global game SFX and music volume


Game Options – Sounds Enabled

Returns sound effects and music enabled (1) or disabled (0)


Game Options – Voice Enabled

Returns whether voice is enabled (1) or not (0)


Game Options – Voice Speed

Returns the speed at which the text is being read by voice


Game Options – Voice Volume

Returns the volume at which the voice is speaking


Games (Development) – Game Icon

Returns the graphic of the game’s icon


Geometry – Actor Distance

Returns how far in pixels one actor is from another

Map – The map where the two actors are on
Actor 1 – The first actor
Actor 2 – The second actor


Geometry – Angle Between Directions

Returns the angle between two directions

Direction 1 – Starting direction
Direction 2 – Ending direction


Geometry – Clockwise

Returns the angle plus the value

Angle – The angle to work with
Value – The value being added


Geometry – Counter-Clockwise

Returns the angle minus the value

Angle – The angle to work with
Value – The value being subtracted


Geometry – Degrees from Radians

Returns the angle in radians (used by scripting) as degrees

Angle – The angle to work with


Geometry – Direction Between Points (Y)

Returns a direction used for y-axis rotations from a source point on a map to another involving primarly the z co-ordinates

Source X – The starting X co-ordinate
Source Y – The starting Y co-ordinate
Source Z – The starting Z co-ordinate
Destination X – The X co-ordinate checked for a direction
Destination Y – The Y co-ordinate checked for a direction
Destination Z – The Z co-ordinate checked for a direction


Geometry – Direction Between Points

Returns the direction from a source point on a map to another

Source X – The starting X co-ordinate
Source Y – The starting Y co-ordinate
Destination X – The X co-ordinate checked for a direction
Destination Y – The Y co-ordinate checked for a direction


Geometry – Direction Condition

Returns if a direction is within a certain range of directions

Expression – The direction checked
Start – The start of the range of directions checked
End – The end of the range of directions checked


Geometry – Direction from Point (ArcTan2)

Returns the direction between origin and relative x/y co-ordinates

X – The point on the x-axis to pass through the mathematical equation
Y – The point on the y-axis to pass through the mathematical equation


Geometry – Direction Point X

Returns the projection of the angle in the X axis

Origin – The starting point in the X axis
Direction – The angle
Length – The length of the angle


Geometry – Direction Point Y

Returns the projection of the angle in the Y axis

Origin – The starting point in the Y axis
Direction – The angle
Length – The length of the angle


Geometry – Distance

Returns how far in pixels one point on a map is from another

Source X – The starting X co-ordinate
Source Y – The starting Y co-ordinate
Source Z – The starting Z co-ordinate
Destination X – The ending X co-ordinate
Destination Y – The ending Y co-ordinate
Destination Z – The ending Z co-ordinate


Geometry – Opposite Direction

Returns the opposite direction

Angle – The angle to work with


Geometry – Radians from Degrees

Returns the angle in degrees as radians for use in scripting

Angle (degrees) – The angle to work with


Inn – Cannot Afford Message

The text that appears when you don’t have enough money


Inn – Done

Returns if the inn has been completed


Inn – Good Night Message

The text that appears after a successful transaction


Inn – Greeting Text

The text that first appears when the inn is shown


Inn – No Button Label

The text for the ‘No’ selection


Inn – Previous Transaction Successful

Returns if the last transaction was successful


Inn – Price

The cost to sleep at the inn


Inn – Sleeping Music

Music that is played while you sleep at the inn


Inn – Yes Button Label

The text for the ‘Yes’ selection


Input Set – Enabled for Player

Returns if an input set is on or off for a specific player


Input Set – State

Returns if an input set is on or off for the current player


Interface – Color

Returns the color of an interface


Interface – Field Collection

Returns a collection of all of the fields of a specified source spawner field in an interface

Spawner – The source spawner field
Include Non-Existent – Whether to also include fields that are non-existent


Interface – Interface Variables Collection

Returns a collection of names for all the interface’s variables


Interface – Interface Variable

Returns the value of an interface variable


Interface – Scripting ID

The name of an interface, used in scripting


Interface – Selected Field Name

Returns the name of the selected field


Interface – Selected Field Value

Returns the text/value of the highlighted field


Interface – Selected Field

Returns the highlighted field


Interface – Turned On

Returns if the interface is on (1) or off (0)


Interface – X Pan

Returns the X panning position


Interface – Y Pan

Returns the Y panning position


Internet – Access Error

Returns true when the server responds with an HTTP 2xx success status code


Internet – Connect Error

Returns true when the client is unable to connect to server


Internet – Is Connected

Returns true when connected to a game server


Internet – Is Hosting

Returns true when hosting a game server


Internet – Launched as Server

Returns true when the game was launched as a server


Internet – Received Text

Returns the raw response from the server, including any headers


Internet – Using Console

Returns true when the game was built as a dedicated server with console enabled


Item / Magic – Accuracy

Returns the item’s accuracy as a number from 0.0 to 1.0


Item / Magic – Ammo Loss Per Use

Returns how much ammunition is lost per use


Item / Magic – Ammo/Count Descriptor

Returns either ‘Count’ or ‘Ammo’ depending on the type of item


Item / Magic – Ammunition Item

Returns the ammunition item used by the selected item


Item / Magic – Area of Equipment

Returns the equipment area the item can be equipped to


Item / Magic – Clip Size

Returns how much ammunition can be used before reloading


Item / Magic – Constants Collection

Returns a collection of names for all the item/magic’s constants


Item / Magic – Constant

Returns the value of a item/magic constant


Item / Magic – Description

Returns the set description for the selected item


Item / Magic – Display Name

Returns the name of the item. Display names can be changed without it affecting scripts associated with that item


Item / Magic – Equipment Statistic

Returns the effect equipment has on the selected statistic


Item / Magic – Graphic

Returns the image representing the selected item


Item / Magic – Number of Projectiles

Returns how many projectiles it produces


Item / Magic – Price

Returns the cost of the selected item


Item / Magic – Projectile Range

Returns the item’s projectile maximum range


Item / Magic – Projectile Speed

Returns the item’s projectile speed


Item / Magic – Reload Time

Returns the amount of time the item takes to reload


Item / Magic – Scripting ID

Returns the name of the item, used in scripting


Item / Magic – Slash Back Distance

Returns a component of the item’s slash area


Item / Magic – Slash Distance

Returns a component of the item’s slash area


Item / Magic – Slash Wide

Returns a component of the item’s slash area


Item / Magic – Target Statistic

Returns the effect the item has on the target with the selected statistic


Item / Magic – Usage

Returns if the item can be used in the selected category

Usages – Sets how the item is used


Item / Magic – Use Cost Statistic

Returns the cost in the selected statistic to use the item


Item / Magic – Use Time

Returns the amount of time the item takes to be used


Item / Magic – Weight

Returns how much the item weighs


Joystick / Gamepad – POV

Returns the Joystick / Gamepad POV based on index

POV # – Index of POV


Joystick / Gamepad – RX

Returns the Joystick / Gamepad rotation X axis


Joystick / Gamepad – RY

Returns the Joystick / Gamepad rotation Y axis


Joystick / Gamepad – RZ

Returns the Joystick / Gamepad rotation Z axis


Joystick / Gamepad – Slider

Returns the Joystick / Gamepad Slider based on index

Slider # – Index of slider


Joystick / Gamepad – X

Returns the Joystick / Gamepad X axis


Joystick / Gamepad – Y

Returns the Joystick / Gamepad Y axis


Joystick / Gamepad – Z

Returns the Joystick / Gamepad Z axis


Light – Display Name

Returns the display name of a light


Light – Light Color

Returns the color of the selected light


Light – Light Radius

Returns the radius of the selected light


Light – Scripting ID

Returns the name of a light used in scripting


Light – Turned On

Returns if a light is on (1) or off (0)


Light – X Position

Returns the X position of a light


Light – Y Position

Returns the Y position of a light


Light – Z Position

Returns the Z position of a light


Loading Screen – Current Progress (0 to 100)

Returns the loading progress (0 to 100)


Loading Screen – Current Progress (0.0 to 1.0)

Returns the loading progress (0.0 to 1.0)


Loading Screen – Current Task

Returns the current loading task


Loading Screen – Map

Returns the scripting ID of the map being loaded


Magic – Description

Returns the description of the magic


Magic – Graphic

Returns the image representing the magic


Magic – Scripting ID

Returns the name of the magic, used in scripting


Magic – Statistic

Returns the statistic change magic has on the actor it’s equipped


Magic – Usage

Returns if the magic can be used in the selected category

Usages – Sets how the magic is used


Main (Development) – Current Progress (0.0 to 1.0)

Returns the loading progress (0.0 to 1.0)


Main (Development) – Current Task

Returns the current loading task


Main (Development) – Games

Returns the collection of games


Main (Development) – IP Address

Returns the IP currently being listened to for receiving games


Main Party / Game – Active Interface

Returns which interface is currently active


Main Party / Game – Active Party Collection

Collection holding the active party members names


Main Party / Game – Amount of Money (Formatted)

Returns how much money the player has in the game’s money format


Main Party / Game – Amount of Money

Returns how much money an actor has


Main Party / Game – Amount of Points

Returns how many points an actor has


Main Party / Game – Amount Time Played (00/00/00)

Returns how much play time has elapsed (measured in hours/minutes/seconds)


Main Party / Game – Amount Time Played (00:00:00)

Returns how much play time has elapsed (measured in hours:minutes:seconds)


Main Party / Game – Amount Time Played (Milliseconds)

Returns how much play time has elapsed (measured in milliseconds)


Main Party / Game – Control Inputs

Returns a collection containing all the inputs for the specified control

Control – The control that will be used to show inputs for


Main Party / Game – Control Just Pressed

Returns if the control is pressed down (1) or not (0)

Control – The control pressed down


Main Party / Game – Control Just Released

Returns if the control is released (1) or not (0)

Control – The control released


Main Party / Game – Control Pressed

Returns if the selected control is pressed (1) or not (0)

Control – The control checked


Main Party / Game – Controlled Party Member

Returns the scripting ID of the party member who is currently being controlled


Main Party / Game – Done

Returns if the save/load interface has been completed


Main Party / Game – Equipment Area Collection

Returns the collection of all the equipment areas in the project


Main Party / Game – Evaluate JavaScript (HTML5)

Commands – Javascript commands


Main Party / Game – Frames Per Second

Returns the current frames per second


Main Party / Game – Game Paused

Returns if the game is paused (1) or not (0)


Main Party / Game – Game Speed

Returns what the game speed is set to


Main Party / Game – Game Tick

Returns the number of milliseconds (can be 0) that have passed since the previous game frame


Main Party / Game – Gesture Accuracy

Returns the accuracy of the last gesture performed


Main Party / Game – Gesture Angle

Returns the angle of the last gesture performed


Main Party / Game – Gesture Completion

Returns the completion of the last gesture performed


Main Party / Game – Gesture Scale

Returns the scale of the last gesture performed


Main Party / Game – Interface Collection

Returns a collection of all of the interfaces in the project


Main Party / Game – Is Testing

Returns true if the game is in test mode


Main Party / Game – Item Collection

Returns the collection of all scripting IDs of the items in the project


Main Party / Game – Line Collision/Sweep Actor

Returns the actor (if any) from the last line collision/sweep


Main Party / Game – Line Sweep X

Returns the X co-ordinate of the last line sweep


Main Party / Game – Line Sweep Y

Returns the Y co-ordinate of the last line sweep


Main Party / Game – Line Sweep Z

Returns the Z co-ordinate of the last line sweep


Main Party / Game – Load Setting

Loads a setting previously saved using the ‘Save Setting’ event

Section – A divider name used to organise settings
Key – The variable or setting name
Default Value – The value the variable or setting starts as
File – An optional file name to store the settings; SETTINGS.INI otherwise


Main Party / Game – Map Collection

Returns a collection of all of the maps in the project


Main Party / Game – Maximum Framerate

Returns the game’s maximum framerate


Main Party / Game – Minimum Framerate

Returns the game’s minimum framerate


Main Party / Game – Network Message Client ID

Returns the client ID of the network message being processed


Main Party / Game – Number of Pixels Walked

Returns the total number of pixels walked since the game started


Main Party / Game – Number of Times Saved

Returns how many times the game has been saved


Main Party / Game – Old Change Trigger Value

Returns the previous value inside a Changed trigger


Main Party / Game – Operating System

Returns the operating system used


Main Party / Game – Save Disabled

Returns if saving is enabled or not


Main Party / Game – Save Game Exists

Returns if a save game exists in a certain slot

Slot # – The save game slot checked


Main Party / Game – Save/Load State

Returns whether the last event was ‘Save Game’ (1) or ‘Load Game’ (0)


Main Party / Game – Screen Timeout

Returns if the screen can timeout (1) or not (0)


Main Party / Game – Simulated Control

Returns if the selected control is simulated (1) or not (0)


Main Party / Game – Sound/Music Collection

Returns the collection of all scripting IDs of the sound/music in the project


Main Party / Game – Sprite Category Collection

Returns the collection of all the sprite categories in the project


Main Party / Game – Sprite Collection

Returns the collection of all scripting IDs of the sprites in the project


Main Party / Game – Statistic Collection

Returns the collection of all scripting IDs of the statistics in the project


Main Party / Game – Tile-Set Collection

Returns the collection of all scripting IDs of the tile-sets in the project


Map – Actor Collection

Returns a collection of all of the actors of a specified actor template in a map

Actor Template – The template checked
Include Non-Existent – Whether to also include actors that are non-existent


Map – Actor Created

Returns true if the actor with the specified name was created

Actor – The actor’s name


Map – AI Collision Data

Returns whether the AI can walk over a specific spot (1) or not (0). This use value is faster than the ‘Collision Branch’ event, though it’s not as accurate. The ‘AI Scan’ event should be used first

X – The X location to scan
Y – The Y location to scan
Z – The Z location to scan


Map – Alarm Activated

Returns if the map’s alarm is on (1) or off (0)


Map – Background Color 1

Returns the background color 1 of the map


Map – Background Color 2

Returns the background color 2 of the map


Map – Closest Actor to Point

Returns the scripting ID of the actor which is the closest to a certain point on the map

X – The X co-ordinate of the point
Y – The Y co-ordinate of the point
Z – The Z co-ordinate of the point
Actor Template – Checks for a certain actor template (if one is set)


Map – Closest Character to Point (Legacy)

Returns the scripting ID of the actor which is the closest to a certain point on the map

X – The X co-ordinate of the point
Y – The Y co-ordinate of the point
Z – The Z co-ordinate of the point


Map – Cloud Density

Returns the density of the clouds on the map


Map – Color

Returns the color of the sun on the map


Map – Display Name

Returns the display name of the map


Map – Fog Color

Returns the color of the fog on the map


Map – Fog Start Distance

Returns the fogs start distance of the map


Map – Fog Visibility Distance

Returns the fogs visibility distance


Map – Fog

Returns if fog is enabled (1) or disabled (0)


Map – Free Camera

Returns if the camera is free (1) or not (0)


Map – Get Light At Position

Returns the lighting at a specific point on the map (can be used to determine how bright a location is)

X – The X location to scan
Y – The Y location to scan
Z – The Z location to scan


Map – Get Tile Name

Retrieves the name of the tile selected using co-ordinates

Layer – The layer the tile number is retrieved from
X – The X co-ordinate on the map checked
Y – The Y co-ordinate on the map checked
Z – The Z co-ordinate on the map checked


Map – Get Tile Number

Returns the tile number of the tile located using co-ordinates

Layer – The layer the tile number is retrieved from
X – The X co-ordinate on the map checked
Y – The Y co-ordinate on the map checked
Z – The Z co-ordinate on the map checked


Map – Get Tile-Set

Returns the tile-set that the selected tile is using

Layer – The layer the tile-set is checked for
X – The X co-ordinate of the map checked
Y – The Y co-ordinate of the map checked
Z – The Z co-ordinate of the map checked


Map – Layer Color

Returns the layer color of a selected map


Map – Light Collection

Returns a collection of all of the lights in a map


Map – Line Collision

Source X – Source X position
Source Y – Source Y position
Source Z – Source Z position
Destination X – Destination X position
Destination Y – Destination Y position
Destination Z – Destination Z position
Ignore a Team 1 (optional) – Ignores the selected team
Ignore a Team 2 (optional) – Ignores the selected team
Ignore an Actor 1 (optional) – Ignores the selected actor
Ignore an Actor 2 (optional) – Ignores the selected actor


Map – Line Sweep

Source X – Source X position
Source Y – Source Y position
Source Z – Source Z position
Destination X – Destination X position
Destination Y – Destination Y position
Destination Z – Destination Z position
Ignore a Team 1 (optional) – Ignores the selected team
Ignore a Team 2 (optional) – Ignores the selected team
Ignore an Actor 1 (optional) – Ignores the selected actor
Ignore an Actor 2 (optional) – Ignores the selected actor
Accuracy – Number of pixels of accuracy; lower number is more accurate, higher number performs quicker


Map – Map Process Forced

Returns true if the map is forced to entirely process regardless of camera focus


Map – Map Shadow Color

Returns the shadow color of tiles in a map


Map – Map Variables Collection

Returns a collection of names for all the map’s variables


Map – Map Variable

Returns the value of a map variable


Map – Music

Returns which music the map uses


Map – Parallax Color

Returns the color of a parallax in a map


Map – Parallax Sprite

Returns the sprite of a parallax in a map


Map – Rain Density

Returns the density of rain on the map


Map – Scripting ID

Returns the scripting ID of the map


Map – Speaker Collection

Returns a collection of all of the speakers in a map


Map – X Gravity

Returns the X gravity acceleration of the map


Map – X Size

Returns the X size of the map


Map – Y Gravity

Returns the Y gravity acceleration of the map


Map – Y Size

Returns the Y size of the map


Map – Z Gravity

Returns the Z gravity acceleration of the map


Map – Z Size

Returns the Z size of the map


Map – Zone Collection

Returns a collection of all of the zones in a map


Map/Interface – Timer/Spawn Collection

Returns a collection of all of the timers/spawns in an interface


Math – Absolute

Returns the absolute value of a number


Math – Addition

Adds to a value

Value – The value added to
Add – The number added to the value


Math – Arctangent

Returns the arctangent of a value

Value – The number to pass through the mathematical equation


Math – Clamp Number

Prevents a value from being lower or higher then certain numbers

Value – The value clamped
Min – The lowest number the value can be
Max – The highest number the value can be


Math – Cosine

Returns the cosine of a direction

Value – The number to pass through the mathematical equation


Math – Division

Divides a value

Value – The value divided
Divide – The number the value is divided by


Math – Exponential

Returns E (the base of natural logarithms) raised to a value


Math – Highest Number

Finds the highest number between two values

Value 1 – The first value
Value 2 – The second value


Math – Integer Division

Divides a value to the nearest whole number

Value – The value divided
Divide – The number the value is divided by


Math – Integer Portion (Round Down)

Rounds down a value to the nearest whole number

Value – The value rounded down


Math – Linear Interpolate

Returns value 1 if the factor is 0, value 2 if the factor is 1 and the average of value 1 and value 2 if the factor is 0.5 with everything in-between using interpolation

Value 1 – The first value
Value 2 – The second value
Factor – The factor of which the value is returned, generally between 0.0 and 1.0


Math – Logarithmic Interpolate

Returns value 1 if the factor is 0, value 2 if the factor is 1 and a value between value 1 and value 2 if the factor is between 0 and 1

Value 1 – The first value
Value 2 – The second value
Factor – The factor of which the value is returned, generally between 0.0 and 1.0


Math – Lowest Number

Finds the lowest number between two values

Value 1 – The first value
Value 2 – The second.value


Math – Multiply

Multiplies a value

Value – The value multiplied
Multiply – The number the value is multiplied by


Math – Natural Logarithm

Returns the natural logarithm of a number


Math – Percentage Deviation

Increases/decreases the selected value by a set percentage

Value – The number being increased/decreased
Percentage Deviation – The percentage amount that the number is changed


Math – Power of

Multiplies a value by its self a set number of times

Value – The value multiplied by its self
Power – The amount of times to multiply the value by its self


Math – Random Direction (Any)

Returns a random direction


Math – Random Direction (Range)

Returns a random direction from the set range

Min – The starting direction to be chosen from
Max – The ending direction to be chosen from


Math – Random Number (-1.0 to 1.0)

Returns a random number (-1.0 to 1.0)


Math – Random Number (0.0 to 1.0)

Returns a random number (0.0 to 1.0)


Math – Random Number (Decimals)

Returns a random number from a range of numbers including decimals

Min – The lowest number in the range to choose from
Max – The highest number in the range to choose from


Math – Random Number (Wholes)

Returns a random whole number from a range of numbers

Min – The lowest number in the range to choose from
Max – The highest number in the range to choose from


Math – Random Number (Wholes, Different)

Returns a whole number from a range of whole numbers with a disallowed value

Min – The lowest number in the range to choose from
Max – The highest number in the range to choose from
Disallow – This number will not be returned


Math – Random Possibilities

Returns one of the possible values

Value – Values to be randomized from


Math – Random Weights (1 to n)

Returns 1 to n based on probability, with n being the number of choices

Probability – The number of possible choices in the form of percentages (0 to 100)


Math – Random Weights (1 to n, Different)

Returns 1 to n based on probability, with n being the number of choices, with a disallowed value

Disallow – The value that will never be returned
Probability – The number of possible choices in the form of percentages (0 to 100)


Math – Remainder of Division (Integer Modulus)

Returns the remainder when two numbers are divided (as whole numbers)

Value – The value divided
Divide – The number the value is divided by


Math – Remainder of Division (Modulus)

Returns the remainder when two numbers are divided

Value – The value divided
Divide – The number the value is divided by


Math – Round To Nearest Whole

Rounds a value to the nearest whole number

Value – The value rounded
Decimals – The decimal place to round to. Leave at 0 to round to the nearest whole number


Math – Round Up

Rounds up a value to the nearest whole number

Value – The value rounded up


Math – Sine

Returns the sine of a direction

Value – The number to pass through the mathematical equation


Math – Square Root

Finds the square root of a value

Value – The value having its square root found


Math – Subtract

Subtracts from a value

Value – The value subtracted from
Subtract – The number subtracted from the value


Math – Tangent

Returns the tangent of a direction

Value – The number to pass through the mathematical equation


Member – Currently In Party

Returns if the selected party member is in the party (1) or not (0)


Member – Currently In Party

Returns if the selected party member is in the party (1) or not (0)


Member – Display Name

Returns the display name of the party member


Member – Display Name

Returns the display name of the party member


Member – Experience for Next Level

Returns how much experience a party member has left until it levels up


Member – Experience for Next Level

Returns how much experience a party member has left until it levels up


Member – Experience

Returns how much experience a party member has


Member – Experience

Returns how much experience a party member has


Member – Level

Returns the level of a party member


Member – Level

Returns the level of a party member


Member – Statistic for Level

Returns the statistic for a level pre-setup inside the party menu

Statistic – Statistic to read
Level – Level of statistic to read


Member – Statistic for Level

Returns the statistic for a level pre-setup inside the party menu

Statistic – Statistic to read
Level – Level of statistic to read


Message Box – Actual Height

Returns the height of the message box in pixels

Border – The amount of left and right border in pixels
Line Height – The height of a single line in pixels
Lines – The number of lines there are


Message Box – Actual Width

Returns the width of the message box in pixels

Border – The amount of top and bottom border in pixels
Unit Width – The width of a single size unit in pixels (likely the same as line height)


Message Box – Allow Input

Determines whether you can input text or not


Message Box – Auto-Close

Determines if the message box closes automatically


Message Box – Choices

Multiple choices have their own paths


Message Box – Columns

The number of columns of choices


Message Box – Display Background

Hide or show the background


Message Box – Display Border

Hide or show the border


Message Box – Done

Returns if the message box has been completed


Message Box – Face

Displays the face of the selected actor


Message Box – Height

Returns the height of the message box


Message Box – Horizontal Position

Returns the horizontal position of the message box. Left (0), Middle (1) or Right (2)


Message Box – Last Input Text

Returns the text that was inputted in the previous input box


Message Box – Last Selected Choice (0 to n)

Returns the last selected choice from 0 to n-1 where n is the number of choices


Message Box – Last Selected Choice (Text)

Returns the last selected choice within a message box or advanced message box


Message Box – Message

The written text shown


Message Box – Right-Aligned Face

Determines if the face is shown on the left or right side of the text


Message Box – Vertical Position

Returns the vertical position of the message box. Top (0), Middle (1) or Bottom (2)


Message Box – Width

Returns the width of the message box


Music – Current Primary Music Time

Returns what time the primary song is at


Music – Length of Music

Returns how long a song is

Song – The song having its length checked


Music – Locked

Returns if the music changes or not when the map is changed


Music – Playing Music Collection

Collection that holds the display names of the songs currently playing


Music – Playing Primary Music

Returns the first song that started playing


Music – Specific Music Time

Returns what time a song is at

Song – The song having its current play time checked


Player – Active Party Collection

Collection holding the active party members names


Player – Amount of Money (Formatted)

Returns how much money the player has in the game’s money format


Player – Amount of Money

Returns how much money an actor has


Player – Amount of Points

Returns how many points an actor has


Player – Control Inputs

Returns a collection containing all the inputs for the specified control

Control – The control that will be used to show inputs for


Player – Control Just Pressed

Returns if the control is pressed down (1) or not (0)

Control – The control pressed down


Player – Control Just Released

Returns if the control is released (1) or not (0)

Control – The control released


Player – Control Pressed

Returns if the selected control is pressed (1) or not (0)

Control – The control checked


Player – Controlled Party Member

Returns the scripting ID of the party member who is currently being controlled


Player – Number of Pixels Walked

Returns the total number of pixels walked since the game started


Player – Simulated Control

Returns if the selected control is simulated (1) or not (0)


Primary Joystick / Gamepad – POV

Returns the Joystick / Gamepad POV based on index

POV # – Index of POV


Primary Joystick / Gamepad – RX

Returns the Joystick / Gamepad rotation X axis


Primary Joystick / Gamepad – RY

Returns the Joystick / Gamepad rotation Y axis


Primary Joystick / Gamepad – RZ

Returns the Joystick / Gamepad rotation Z axis


Primary Joystick / Gamepad – Slider

Returns the Joystick / Gamepad Slider based on index

Slider # – Index of slider


Primary Joystick / Gamepad – X

Returns the Joystick / Gamepad X axis


Primary Joystick / Gamepad – Y

Returns the Joystick / Gamepad Y axis


Primary Joystick / Gamepad – Z

Returns the Joystick / Gamepad Z axis


Screen – Focus Distance

Returns the distance of the camera from the focus location in pixels


Screen – Focussed Actor

Returns which actor the camera is focussed on


Screen – Focussed Character (Legacy)

Returns which actor the camera is focussed on


Screen – Focussed Map

Returns which map the camera is focussed on


Screen – Focussed Vehicle (Legacy)

Returns which actor the camera is focussed on


Screen – FOV

Returns the field of view angle of the camera


Screen – Horizontal Orbit

Returns the horizontal angle of the camera


Screen – Interface X Size

Returns the default width of the screen resolution, used as a basis for interfaces


Screen – Interface Y Size

Returns the default height of the screen resolution, used as a basis for interfaces


Screen – Locked Camera

Returns if the camera is locked or not


Screen – Perspective

Returns the current perspective of the screen


Screen – Planar Roll

Returns the roll angle of the camera


Screen – Source X Position

Returns the source spot location of the camera on the X axis


Screen – Source Y Position

Returns the source spot location of the camera on the Y axis


Screen – Source Z Position

Returns the source spot location of the camera on the Z axis


Screen – Target X Position

Returns the target spot location of the camera on the X axis


Screen – Target Y Position

Returns the target spot location of the camera on the Y axis


Screen – Target Z Position

Returns the target spot location of the camera on the Z axis


Screen – Vertical Angle

Returns the vertical angle of the camera


Screen – Visible HUD

Returns if the HUD is visible or not


Screen – Visual Range

Returns the visual rendering distance in pixels


Screen – X Focus Offset

Returns the X focus offset of a camera


Screen – X Pan (Left Pixel)

Returns the X (Left) panning position


Screen – X Pan (Right Pixel)

Returns the X (Right) panning position


Screen – X Size

Returns the width of the screen resolution


Screen – Y Focus Offset

Returns the Y focus offset of a camera


Screen – Y Pan (Bottom Pixel)

Returns the Y (Bottom) panning position


Screen – Y Pan (Top Pixel)

Returns the Y (Top) panning position


Screen – Y Size

Returns the height of the screen resolution


Screen – Z Focus Offset

Returns the Z focus offset of a camera


Screen – Z Pan (Bottom Pixel)

Returns the Z (Bottom) panning position


Screen – Z Pan (Top Pixel)

Returns the Z (Top) panning position


Screen – Zoom

Returns the camera’s zoom multiplier


Shop – Anything Else Text

The text that appears after a successful transaction


Shop – Buy Button Label

The text for the ‘Buy’ selection


Shop – Buy Cost Factor

The amount the shop is selling the item for based on the base item cost. Cost factor 1 is the base item cost


Shop – Choose Item Text (Buy)

The text that appears when you are choosing to buy an item


Shop – Choose Item Text (Sell)

The text that appears when are choosing to sell an item


Shop – Choose Quantity Text (Buy)

The text for the amount of the item you are buying


Shop – Choose Quantity Text (Sell)

The text for the amount of the item you are selling


Shop – Disabled Selling

Prevents the player from selling items at the shop


Shop – Done

Returns if the shop is done or not


Shop – Finish Button Label

The text for the ‘Exit’ selection


Shop – Greeting Text

The text that first appears when the shop is shown


Shop – Items Available

Items available to buy from the shop


Shop – Previous Transaction Successful

Returns if the last transaction was successful or not


Shop – Sell Button Label

The text for the ‘Sell’ selection


Shop – Sell Value Factor

The amount the player can sell the item based on the base item cost. Cost factor 1 is the base item cost


Shop – Transaction Complete Text (Buy)

The text that appears after a successful transaction


Shop – Transaction Complete Text (Sell)

The text that appears after a successful transaction


Sound / Music – Display Name

Returns the display name of a sound


Sound / Music – Is Music

Returns true if the sound resource is in fact music


Sound / Music – Scripting ID

Returns the name of a sound used in scripting


Speaker – Display Name

Returns the display name of a speaker


Speaker – Scripting ID

Returns the name of a speaker used in scripting


Speaker – Sound

Returns which sound a speaker is playing


Speaker – Turned On

Returns if a speaker is on or off


Speaker – X Position

Returns the X position of a speaker


Speaker – Y Position

Returns the Y position of a speaker


Speaker – Z Position

Returns the Z position of a speaker


Sprite – Display Name

Returns the display name of a sprite


Sprite – Scripting ID

Returns the name of a sprite used in scripting


Sprite – X Size

Returns the X size of a sprite in pixels


Sprite – Y Size

Returns the Y size of a sprite in pixels


Statistic – Display Name

The name of the statistic. Display names can be changed without it affecting the script


Statistic – Graphic

The image that represents the statistic


Statistic – Scripting ID

The name of the statistic, used in scripting


Steam – Steam Statistic

Returns the value of a specific Steam statistic for the current user; see Steamworks documentation for details

Stat API Name – The Statistic API Name for the Steam Statistic you wish to retrieve
Type – The type of numerical value to retrieve (INT = A whole number (no decimal place) | FLOAT = A floating-point number (decimal place)


Structure – Call By Name

Returns a variable, switch, collection or the result of a custom event based on text containing the name with optional parameters

Identifier – The text containing a variable, switch, collection or custom event
Parameters – Parameters to pass to the custom event, if using one


Structure – Choose

Returns the choice that corresponds to the handle index starting from 1

Handle – The index value that decides the choice returned
Choice – The choices


Structure – Condition

Returns the first value if a condition is true, or the second value if the condition is false

Expression – The condition being met (for example: X = Y + Z)
If True – The value returned if the condition is true
If False – The value returned if the condition is false


Structure – Equal

Returns true if one value is equal to another

Value 1 – First value to compare
Value 2 – Second value to compare


Structure – Evaluate

Runs a text script. Can use ‘Return’ and have it return a value

Statements – The text script to excecute


Structure – Greater Than Or Equal

Returns true if one value is greater than or equal to another

Value 1 – First value to compare
Value 2 – Second value to compare


Structure – Greater Than

Returns true if one value is greater than another

Value 1 – First value to compare
Value 2 – Second value to compare


Structure – Less Than Or Equal

Returns true if one value is less than or equal to another

Value 1 – First value to compare
Value 2 – Second value to compare


Structure – Less Than

Returns true if one value is less than another

Value 1 – First value to compare
Value 2 – Second value to compare


Structure – Logical AND

Returns true if both values are true

Value 1 – First value to compare
Value 2 – Second value to compare


Structure – Logical NOT

Returns true if value is false


Structure – Logical OR

Returns true if either values are true

Value 1 – First value to compare
Value 2 – Second value to compare


Structure – Not Equal

Returns true if one value is not equal to another

Value 1 – First value to compare
Value 2 – Second value to compare


Structure – Switch Condition

Returns the first value if a condition is true, or the second value if the condition is false

Expression – The switch checked
If True – The value returned if the switch is on
If False – The value returned if the switch is off


Structure – Switch

Returns the proceeding parameter of the first odd parameter that is true

Choice – Odd: Expression, Even: Value


SYSTEM – Map Loaded

Returns true if the specified map is currently loaded

Map – The map to check


SYSTEM – Variable

Returns the value of the variable


Table – Element in Table

Returns the value of the selected element

Table – The table being read
X – The X co-ordinate of the element read
Y – The Y co-ordinate of the element read
Z – The Z co-ordinate of the element read


Table – Find in Table Axis

Performs a search through the selected axis and returns the index of the first occurrence of a value, or zero if it is not found

Table – The table being read
Axis to Search – The axis where search will be performed on (1 = X, 2 = Y and 3 = Z)
Value – The text/number being searched for
Starting X – The starting point X co-ordinate
Starting Y – The starting point Y co-ordinate
Starting Z – The starting point Z co-ordinate


Table – Find in Table

Performs a search through the table (X, then Y, then Z) and returns the co-ordinates as a collection of the first occurence of a value, or an empty collection if it is not found

Table – The table being read
Value – The text/number being searched for
Starting X – The starting point X co-ordinate
Starting Y – The starting point Y co-ordinate
Starting Z – The starting point Z co-ordinate


Table – Size

Returns the size of the table

Table – The table that is being read
Dimension – The dimension being read (1 = X, 2 = Y and 3 = Z)


Text – ASCII/UNICODE of Character

Returns the ASCII or UNICODE value of the first character of the specified text


Text – Character from ASCII/UNICODE

Returns text with the specified ASCII or UNICODE character


Text – Combine

Combines two pieces of text together

Text 1 – First piece of text
Text 2 – Second piece of text


Text – Contains

Returns if a variable contains the set text

Text – The text checked for
Token – The characters that are being checked for


Text – Cryptographic Hash

Returns the SHA-1 cryptographic hash of the text provided


Text – Cut Out Left Portion

Cuts out the left portion of a string of text and returns the rest

Text – The text cut
Number of Characters – The number of characters to cut


Text – Cut Out Right Portion

Cuts out the right portion of a string of text and returns the rest

Text – The text cut
Number of Characters – The number of characters to cut


Text – Cut Out Sides

Cuts out both the left and the right portions of a string of text and returns the rest

Text – The text cut
Number of Characters (Left) – The number of characters to cut on the left
Number of Characters (Right) – The number of characters to cut on the right


Text – Ends With

Returns if a variable ends with the set text

Text – The text checked for
Token – The characters that are being checked for


Text – Exactly Equal

Returns true if both texts are exactly equal using a case sensitive comparison

Text 1 – The text checked for
Text 2 – The text being compared against


Text – Filter Inappropriate Text

Returns text that has common English swear words filtered

Text – The text to be filtered


Text – Format Money

Converts a number into the money format (eg: $0.00)

Amount of Money – The number converted


Text – Format Timer

Converts a number into a timer format (eg: 00:00:00.000)

Time – The number converted
00 Sections – The number of zeroed sections: 0 displays minimum one digit for seconds; 1 displays minimum two digits for seconds; 2 displays minimum four digits for minutes and seconds; 3 displays six digits for hours, minutes and seconds
Decimals (-1 for automatic) – The number of decimals: -1 displays milliseconds as needed only; 0 does not display milliseconds; 1 to 3 display milliseconds up to the specified number of decimals


Text – Left Portion

Returns the left portion of a string of text, based on characters

Text – The text checked
Number of Characters – The number of characters being read from the left side


Text – Lower Case

Returns text in lower case


Text – Middle Portion

Returns the right middle of a string of text, based on characters

Text – The text checked
Starting Character Number – The character number that the reading starts from
Number of Characters – The number of characters being read from the starting point


Text – Number of Characters

Returns how many characters are in a string of text

Text – The text checked


Text – Pad Centered

Pads text on both left and right until length is equal to the chosen size

Text – The text being padded
Pad – The text that will be used to pad
Size – The final text size after padding


Text – Pad Left

Pads text on the left until length is equal to the chosen size

Text – The text being padded
Pad – The text that will be used to pad
Size – The final text size after padding


Text – Pad Right

Pads text on the right until length is equal to the chosen size

Text – The text being padded
Pad – The text that will be used to pad
Size – The final text size after padding


Text – Replace

Returns text with text replaced by other text

Text – The text changed
Search – The text to search for
Replace – The new text that replaces the old text


Text – Right Portion

Returns the right portion of a string of text, based on characters

Text – The text checked
Number of Characters – The number of characters being read from the right side


Text – Search

Returns the location of the first occurrence of text within text

Text – The text that is searched
Search – The text that is searched for
Starting Character Number – The character number to start searching from
Direction – The direction searched. ‘Regular’ is left to right. ‘Reversed’ is right to left


Text – Split Into Collection

Returns a collection based on separating text by a delimiter

Text – The text split
Delimiter – The delimiter is the character/string that seperates the text


Text – Split Parameters Into Collection

Returns a collection based on separating text by a delimiter ignoring the contents of characters within quotation marks or brackets

Text – The text split
Delimiter – The delimiter is the character/string that seperates the text
Swipe Whitespace – Removes whitespaces from the entries that have them at the beginning and end prior to the collection being returned
Swipe Quotes – Removes matching quotation marks from the entries that have them at the beginning and end prior to the collection being returned
Ignore Single Quotes – If the characters within single quotation marks should be skipped when checking for the delimeter
Ignore Double Quotes – If the characters within double quotation marks should be skipped when checking for the delimeter
Ignore Rounded Brackets – If the characters within numerous levels of rounded brackets should be skipped when checking for the delimeter
Ignore Curly Brackets – If the characters within numerous levels of curly brackets should be skipped when checking for the delimeter
Ignore Square Brackets – If the characters within numerous levels of square brackets should be skipped when checking for the delimeter


Text – Starts With

Returns if a variable starts with the set text

Text – The text checked for
Token – The characters that are being checked for


Text – Text Repeat Count

Returns the number of times a piece of text is in the text

Text – The text where the search will take place
Token – The piece of text that will be searched for


Text – Trim Whitespace

Removes all whitespace from both the left and right side of the text

Text – The text being trimmed


Text – Upper Case

Returns text in upper case


TileSet – Display Name

The name of the tile-set. Display names can be changed without it affecting the script


TileSet – Scripting ID

The name of the tile-set, used in scripting


Timer/Spawn – Defeated Spawns

The amount of times a spawned actor has been defeated


Timer/Spawn – Display Name

Returns the display name of a timer/spawn


Timer/Spawn – Elapsed Time

How long the timer/spawner has been running


Timer/Spawn – Initial Time Delay

The initial time for the first tick/spawn


Timer/Spawn – Maximum Simultaneous Spawns

Largest amount of actors spawned at one time


Timer/Spawn – Paused

Returns if a timer is paused or not


Timer/Spawn – Player Proximity

The range the player must be within for the timer to start


Timer/Spawn – Scripting ID

Returns the name of a timer/spawn used in scripting


Timer/Spawn – Spawner Actor

The actor spawned


Timer/Spawn – Spawner Character (Legacy)

The actor spawned


Timer/Spawn – Tick/Spawn Time Interval

The time between ticks/spawns


Timer/Spawn – Ticks/Spawns

The amount of times the actor has been spawned


Timer/Spawn – Total Expected Ticks/Spawns

The amount of times an actor will be spawned


Timer/Spawn – X Position

The X location of the timer/spawner


Timer/Spawn – Y Position

The Y location of the timer/spawner


Timer/Spawn – Z Position

The Z location of the timer/spawner


Zone – Blocking

Returns if a zone acts as blocking or not


Zone – Bottom Edge Position

Returns the co-ordinate of the bottom side of a zone


Zone – Ceiling Edge Position

Returns the co-ordinate of the ceiling side of a zone


Zone – Disabled

Returns if a zone is disabled or not


Zone – Floor Edge Position

Returns the co-ordinate of the floor side of a zone


Zone – Full Scripting ID

The fully qualified scripting ID of the map and zone together


Zone – Left Edge Position

Returns the co-ordinate of the left side of a zone


Zone – Right Edge Position

Returns the co-ordinate of the right side of a zone


Zone – Scripting ID

The name of a zone, used in scripting


Zone – Top Edge Position

Returns the co-ordinate of the top side of a zone