Mail has been fixed; you should now be able to confirm your e-mail address, watch pages, and the like.
Please report any issues on Discord.

Notes:CrossCode

From The Cutting Room Floor
Jump to navigation Jump to search

This page contains notes for the game CrossCode.

Likely Unused Maps (Incomplete)

CrossCode Unused Maps (v1.2.0-5)
============================

Tests
----------------------------
battle-test					
boss-test
bounce-test-flo
cave-cliff-test
cliff-mod
cube-test
d-link-test
damage-test
edge-test
empty
enemy-fishgear
enemy-snowman
enemy-test-henne
enemy-test-simple-2
enemy-test-simple-3
enemy-test-simple-4
enemy-test-simple-lily				test level for fight with guest charecter lily
enemy-test-simple
enemy-test
future-test1
height-test
henne-test
henne-srs
henne-test-1
henne1337
henne9001
killer-mice
lab-test
mice-test			
mytestmap-frece
nav-test
nav-test2
nav-test3
navauto-test
newgame
npc-test					contains lab-related characters
object-layer-tests
path-test					duplicate of cargo-ship starting room, lacks NPCs
perf-test					
rd-test
room1-old
room2
sound-test
test
test2
text-copy					contains a single cutscene entity
wide-test
wide2-test
arid/interior-test
arid/test
arid/test2
arid/interior/test2
arid-dng/test-elevator-between
arid-dng/test-elevator
arid-dng/test-puzzle-test
arid-dng/test
autnum/test
autnum/test2
bergen-trail/cavetest
bergen-trail/test
bergen-trail/test2
bergen-trail/test3
bergen-trail/village-test
cargo-ship/test

Templates/Mockups
----------------------------
arid/template
arid/interior/template
arid-dng/between-template
arid-dng/between-template2
arid-dng/template
arid-dng/template-last
bergen-trail/lab-template
bergen-trail/mockup
bergen-trail/mockup-snow
cold-dng/template
cold-dng/test

Old Levels
----------------------------
arid/interior/the-room-old			duplicate of lea's room, lacks NPCs and some events
autumn/extra-boss
bergen/monks-questcave2
bmt/bots
bmt/boxes
bmt/hit-example
bmt/hit-example2
bmt/hit-example3
bmt/puzzle

Used levels with unused sections
----------------------------
autnum-fall/raid/raid-05			"10/10 best map" and "screw u henne" off to the top-right

Other
----------------------------
autnum/secret-tree

Strings

All of the strings that are in assets\js\game.compiled.js

Note: This was auto-extracted by a computer program.

/
.
-

Vec2[x: 
, y: 
]
Vec3[x: 
, y: 
, z:
]
AssertException: 
Value of '
' is undefined
1.18a
en_US



#
object
object
object
object
Module '
' defines nothing
Module '
' is already defined
?nocache=

/
.js
script
text/javascript
Failed to load module 
 at 
 required from 
head
 (requires: 
, 
)
Unresolved (circular?) dependencies. Most likely there's a name/path mismatch for one of the listed modules:\n
\n
dom.ready
dom.ready
dom.ready
dom.ready
complete
DOMContentLoaded
load
function
function
object
function
function
function
Getting key from Server...: Thehe!
Nintendo WiiU
WiiU
Chrome
Chrome
OmniWeb
OmniWeb/
OmniWeb
Apple
Safari
Version
Opera
Version
iCab
iCab
KDE
Konqueror
Firefox
Firefox
Camino
Camino
Netscape
Netscape
MSIE
Explorer
MSIE
Trident
Explorer
rv
Gecko
Mozilla
rv
Mozilla
Netscape
Mozilla
Win
Windows
Mac
Mac
iPhone
iOS
android
Android
Linux
Linux
Netscape
1.0-6458b
WinME
C64

Unknown
Desktop
Browser
Mobile
WiiU
Say Wat?
Unknown
Unknown
Unknown
object
Android
iOS
Unknown
node-webkit
x64
Cubic Impact (
)
impact.base.worker
script
text/javascript
head
impact.base.loader
object
Could not find template '
'
object
default
default
Could not find template parameters '
' 
ig.Cacheable without CacheType!
Duplicated cacheType: 
Call to decreaseRef() results in negative count! Key: '
'

string
[INLINE DATA]
string
object
json
Json file of path '
' is null. Maybe the original JSON had a syntax error and was compressed incorrectly?
NO_PATCH

#000
#fff
#000
#fff
Failed to load resource: 
impact.base.image
impact.base.worker
impact.base.loader
Image
canvas
2d
2d
?
2d
2d
canvas
canvas
2d
SCALE
magenta
canvas
repeat
canvas
canvas
color
black
zDa
ImagePatternSheet
|
|
|
|
|
|
|
source-over
source-atop
Error: Tried to draw ImageModFragment twice
canvas
2d
canvas
impact/webworker/image-tasks.js
IMAGE
canvas
impact.base.font
impact.base.image
canvas
2d
Text command for key '
' is already assigned
.
!
\\
\\
c
s
Unsupported \\s argument: '
'. Only support values from 0-7
v
i
Font
white
LOL NOPE!
px 
\n
\r
black
canvas
2d
MultiFont
\n
\n
\n
\n
string


object


\\
[
]
Invalid Text command argument format for commant '
'

impact.base.system.web-audio
impact.base.loader
impact.base.sound
impact.base.loader
impact.base.system.web-audio
.
WebAudio detected. Using full WebAudio Implementation.
WebAudio (No BGM) detected. Using sound-only WebAudio Implementation.
No WebAudio. Using default Audio Implementation
suspended
%cREQUEST%c: 
color:#FF0080

GET
arraybuffer
%cLOADED%c:  
color:#C60063

%cDECODED%c: 
color:#800080

Web Audio Load Error: Decoded but NULL 
Web Audio Load Error: Could not DECODE: 
Web Audio Load Error: Could not LOAD: 
canplaythrough
canplaythrough
error
MultiAudio
WebAudioBuffer
volume
volume
volume
Nn
TrackDefault
|
timeupdate
ended
TrackWebAudio
|
Nn
Called stop on Default Sound.
Called stop on WebAudio Sound.
kba
equalpower
linear
options.useWebAudio
false
SET DEFAULT TRACK!
mp3
audio/mpeg
m4a
audio/mp4; codecs=mp4a
ogg
audio/ogg; codecs=vorbis
webm
audio/webm; codecs=vorbis
caf
audio/x-caf
impact.base.timer
n
k8
impact.base.vars
map
maps
tmp
call
session
[
Invalid bracket use in condition '
'.\nAfter a closing bracket ']' has to be '.', ']' or '['
]

.
null
]
[
Invalid bracket combination in var accessor '
'
.
Tried to access key that is not supported: 


entity.
entity
entity
.
.
Removed unmatching accessor! Something went wrong
.
VarPath '
' contains empty token.
object
msg
hasSideMsg
stackCount
recentlyClearedSideMsg
game.feature.menu.area-loadable
impact.base.game
impact.base.loader
Select
Area this leads to
areas
Maps
The map this points to
Vec2
optional offset
Select
Area this leads to
areas
Maps
The map this points to
Vec2
optional offset
Select
Area this leads to
areas
Maps
The map this points to
Vec2
optional offset
Select
Area this leads to
areas
Maps
The map this points to
Vec2
optional offset
default_empty
???
default_empty
???
???
AreaMap
json
data/areas/
.json
Tiles must by a two dimensional Array! Tiles: %O
game.feature.menu.gui.base-menu
impact.feature.gui.gui
HIDDEN
HIDDEN
HIDDEN
\\i[help]
sc.gui.menu.hotkeys.help
\\i[help3]
sc.gui.menu.item.sort-title
DEFAULT
\\i[help3]
sc.gui.menu.item.sort-title
: 
\\c[3]
\\c[0]
Pd
Hb
game.feature.menu.gui.list-boxes
impact.feature.gui.gui
game.feature.menu.gui.menu-misc
sc.gui.menu.quantity
sc.gui.menu.select
sc.gui.menu.quantity
game.feature.menu.gui.main-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
media/gui/menu.png
HIDDEN
\\i[back]
sc.gui.menu.back
sc.gui.menu.description.back
#000000
HIDDEN
HIDDEN
sc.gui.menu.menu-titles.start
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
HIDDEN


start
DEFAULT
HIDDEN
DEFAULT_FAST
HIDDEN_FAST
DEFAULT
HIDDEN
DEFAULT_FAST
HIDDEN_FAST
DEFAULT
HIDDEN
At this point there should be no children, but there are: 
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
HIDDEN_TOP
HIDDEN
HIDDEN_TOP
DEFAULT
DEFAULT
HIDDEN
HIDDEN
media/gui/menu.png
default
HIDDEN
white
HIDDEN
DEFAULT
DEFAULT
HIDDEN
HIDDEN_FADE
HIDDEN
media/gui/menu.png
DEFAULT
media/gui/menu.png
DEFAULT
HIDDEN
HIDDEN
HIDDEN_NO_OFFSET
HIDDEN_NO_OFFSET
DEFAULT
FADE_IN_ALPHA
DEFAULT
HIDDEN_NO_OFFSET
HIDDEN
HIDDEN
DEFAULT
HIDDEN
FADE_TO_SMALL
FADE_IN_ALPHA
DEFAULT
HIDDEN
FADE_TO_SMALL
DEFAULT
DEFAULT
Appearance
media/gui/menu.png
game.feature.menu.gui.start-menu
impact.feature.gui.gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.main-menu
game.feature.menu.gui.menu-misc
media/gui/menu.png
quests
skills
MENU_CIRCUIT
equipment
items
social
MENU_SOCIAL
status
synopsis
save
???

DEFAULT
sc.gui.menu.menu-titles.synopsis
???
sc.gui.menu.menu-titles.skills
???
sc.gui.menu.menu-titles.social
???
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
HIDDEN
HIDDEN
???
sc.gui.menu.menu-titles.
???
sc.gui.menu.menu-titles.
sc.gui.menu.description.
HIDDEN
media/gui/menu.png
game.feature.gui.base.slick-box
impact.feature.gui.base.box
impact.feature.gui.gui
media/gui/message.png
default
media/gui/message.png
default
media/gui/message.png
default
media/gui/message.png
default
game.feature.gui.base.misc
impact.feature.interact.gui.focus-gui
impact.feature.gui.gui
#00FF00
#FF0000
#0000FF
media/gui/menu.png
game.feature.gui.base.compact-choice-box
impact.feature.gui.base.box
impact.feature.gui.gui
media/gui/menu.png
default
game.feature.gui.hud.combat-hud
impact.feature.gui.gui
impact.feature.gui.base.box
HIDDEN
HIDDEN
media/gui/message.png
default
\\i[menu]
sc.gui.combat-hud.skip
HIDDEN
DEFAULT
HIDDEN
media/gui/status-gui.png
media/gui/status-gui.png
HIDDEN
#006d7d
#b0001d
lighter
lighter
lighter
cooldown
battle
DEFAULT
HIDDEN
#006d7d
#b0001d
lighter
DEFAULT
media/gui/status-gui.png
media/gui/status-gui.png
Rank
A
media/gui/status-gui.png
media/gui/severed-heads.png
game.feature.model.options-model
impact.base.game
impact.feature.storage.storage
impact.base.input
game.feature.model.base-model
nw.gui
%cChanging Fullscreen: 
color:#FF4A4A
en_US
de_DE
zh_CN
ja_JP
ko_KR
LANGUAGE
pause-unfocused
CHECKBOX
volume-music
ARRAY_SLIDER
sound
volume-sound
ARRAY_SLIDER
web-audio
CHECKBOX
skip-tutorials
CHECKBOX
cutscenes
skip-confirm
CHECKBOX
text-speed
OBJECT_SLIDER
message-padding
BUTTON_GROUP
circuit-text-size
BUTTON_GROUP
main
circuit-display-time
BUTTON_GROUP
equip-level-display
CHECKBOX
level-letter-display
CHECKBOX
buff-help
CHECKBOX
update-trophy-style
BUTTON_GROUP
updates
update-quest-style
BUTTON_GROUP
update-landmark-style
BUTTON_GROUP
update-lore-style
BUTTON_GROUP
update-drop-style
BUTTON_GROUP
min-sidebar
CHECKBOX
item-hud-size
BUTTON_GROUP
field
show-items
CHECKBOX
show-money
CHECKBOX
min-quest
CHECKBOX
quest-show-current
CHECKBOX
xeno-pointer
CHECKBOX
hud-display
CHECKBOX
combat
close-combat-input
CHECKBOX
close-circle
CHECKBOX
sp-bar
CHECKBOX
element-overload
CHECKBOX
low-health-warning
CHECKBOX
combat-art-name
CHECKBOX
damage-numbers
CHECKBOX
damage-numbers-crit
CHECKBOX
hp-bars
BUTTON_GROUP
party
party-combat-arts
BUTTON_GROUP
quick-menu-access
BUTTON_GROUP
quick
quick-location
BUTTON_GROUP
quick-element
CHECKBOX
quick-cursor
CHECKBOX
display-type
BUTTON_GROUP
CHECKBOX
pixel-size
BUTTON_GROUP
rumble-strength
BUTTON_GROUP
env-particles
CHECKBOX
CHECKBOX
CHECKBOX
gamepad-attack
BUTTON_GROUP
gamepad-dash
BUTTON_GROUP
gamepad-icons
BUTTON_GROUP
element-wheel
CHECKBOX
keys-confirm
CONTROLS
menu
keys-back
CONTROLS
keys-menu
CONTROLS
keys-pause
CONTROLS
keys-help
CONTROLS
keys-help2
CONTROLS
keys-help3
CONTROLS
keys-skip-cutscene
CONTROLS
keys-help4
CONTROLS
keys-circle-left
CONTROLS
keys-circle-right
CONTROLS
keys-up
CONTROLS
gameplay
keys-right
CONTROLS
keys-down
CONTROLS
keys-left
CONTROLS
keys-melee
CONTROLS
keys-guard
CONTROLS
keys-quick
CONTROLS
keys-special
CONTROLS
keys-dash2
CONTROLS
keys-cold
CONTROLS
keys-shock
CONTROLS
keys-heat
CONTROLS
keys-wave
CONTROLS
keys-neutral
CONTROLS
assists-description
INFO
options.assists-description.description
assist-damage
OBJECT_SLIDER
combat
assist-attack-frequency
OBJECT_SLIDER
assist-puzzle-speed
OBJECT_SLIDER
puzzle
web-audio
keys-jump
CONTROLS
debug
keys-time
CONTROLS
keys-rumble
CONTROLS
keys-debug
CONTROLS
keys-debug2
CONTROLS
keys-addBuff
CONTROLS
keys-levelUp
CONTROLS
CONTROLS
keys
IG_FULLSCREEN
IG_FULLSCREEN
true
INIT FULLSCREEN VALUE
gamepad-icons
gamepad-attack
gamepad-r2
gamepad-r1
gamepad-attack
gamepad-r1
gamepad-r2
throw
special
gamepad-dash
gamepad-l2
gamepad-l1
gamepad-dash
gamepad-l1
gamepad-l2
dash
guard
quick
OptionsModel
-global
-local
fullscreen
language
option
VarOptionEditor
option
Unsupported var access path: 
-local
-global
CONTROLS
-local
-global
-local
-global
Can't find option because of invalid key: 
fullscreen
volume-master
language
IG_LANG
%cOPTION SET LANG: 
color:#FF4A4A
volume-music
options.soundVolume
volume-sound
options.soundVolume
display-type
options.screenMode
web-audio
options.useWebAudio
pixel-size
options.scale
double-pixels
options.scale
pause-unfocused
CONTROLS
KEY BINDING FAILURE. RESET TO DEFAULT CONFIG
CONTROLS
display-type
display-type
#canvas
#canvas
#canvas
borderHidden

IG_FULLSCREEN
-local
-local
-global
-global
game.feature.gui.hud.item-hud
game.feature.gui.hud.right-hud
game.feature.model.options-model
\\i[
item-default
]
 x
item-hud-size
sc.gui.item-hud.title
item-hud-size
show-items
item-hud-size
game.feature.gui.hud.element-hud
impact.feature.gui.gui
game.feature.combat.model.combat-params
game.feature.model.options-model
HIDDEN
element-select
DEFAULT
HIDDEN
media/gui/status-gui.png
HIDDEN
HIDDEN
DEFAULT
HIDDEN
game.feature.gui.hud.money-hud
game.feature.gui.hud.right-hud
media/gui/message.png
HIDDEN
DEFAULT
HIDDEN
DEFAULT
sc.gui.money-hud.title
show-money
game.feature.gui.hud.task-hud
game.feature.gui.hud.right-hud
sc.gui.task-hud.title


game.feature.gui.hud.hp-hud
impact.feature.gui.gui
game.feature.gui.base.numbers
game.feature.model.options-model
media/gui/status-gui.png
\\c[1]CRITICAL
low-health-warning
RED
low-health-warning
RED
low-health-warning
RED
RED
RED
media/gui/status-gui.png
hp
Fpa
hp
hp
hp
hp
game.feature.gui.hud.sp-hud
impact.feature.gui.gui
game.feature.gui.base.numbers
game.feature.combat.model.combat-params
media/gui/status-gui.png
HIDDEN
HIDDEN
DEFAULT
DEFAULT
HIDDEN
game.feature.gui.hud.param-hud
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
maxhp
hp
atk
attack
def
defense
foc
focus
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
HIDDEN
media/gui/status-gui.png

media/gui/status-gui.png
default

sc.gui.status-hud.
HIDDEN
media/gui/status-gui.png
default
sc.gui.status-hud.lvl
HIDDEN
game.feature.gui.hud.buff-hud
impact.feature.gui.gui
impact.feature.gui.base.box
impact.feature.gui.base.basic-gui
media/gui/status-gui.png
default
HIDDEN
SCALED
media/gui/status-gui.png
REMOVE
REMOVE
REMOVE
SCALED
REMOVE
REMOVE
DEFAULT
HIDDEN
HIDDEN
DEFAULT
DEFAULT
REMOVE
REMOVE
REMOVE
game.feature.gui.hud.item-timer-hud
impact.feature.gui.gui
impact.feature.gui.base.box
media/gui/status-gui.png
HIDDEN
white
DEFAULT
HIDDEN
HIDDEN
game.feature.quick-menu.quick-menu-model
impact.base.game
impact.feature.interact.button-interact
impact.feature.database.database
game.feature.model.base-model
QuickMenuModel
names
NPCNamesList
NPC Names
names
game.feature.menu.map-model
impact.base.game
impact.base.loader
impact.base.vars
impact.feature.database.database
game.config
game.feature.quick-menu.quick-menu-model
game.feature.model.options-model


keyItem
masterKeyItem
boosterItem
MapModel
areas
AreaList
Areas
area
VarAreaEditor
location
VarLocationEditor
chests
fallback
area
name
isCurrent
isBoosted
chests

landmark
name
active
unlocked
location
current
isMapDungeon
isAreaDungon
Unsupported var access path: 
areas
exploration
areas
exploration
areas
maps.


maps.


invalid Landmark: 
! Maybe missing entry in database?
exploration
landmarks
exploration
-landmarks
exploration
landmarksTotalRate
LANDMARK
update-landmark-style
player
teleports
???

???
SET_CAMERA_BETWEEN
NORMAL
EASE_OUT
WAIT
RESET_CAMERA
NORMAL
EASE_IN_OUT
DO_ACTION
SET_Z_GRAVITY_FACTOR
SET_Z_VEL
WAIT
WAIT
SET_TELEPORT_COLOR
white
white
SET_OVERLAY
SET_CAMERA_TARGET
NORMAL
EASE_IN_OUT
WAIT
SHOW_EFFECT
teleport
hideMapTeleport
SHOW_EFFECT
teleport
hideFast
WAIT
TELEPORT
landmark
WAIT
SKIN_ALLOWED
hPa

???
???

exploration
-landmarks
exploration
landmarksTotalRate
chests
totalRate
game.feature.gui.hud.key-hud
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
game.feature.menu.map-model
media/gui/status-gui.png
media/gui/status-gui.png
default
HIDDEN
master
default
DEFAULT
HIDDEN
game.feature.gui.hud.status-hud
impact.feature.gui.gui
game.feature.gui.hud.hp-hud
game.feature.gui.hud.sp-hud
game.feature.gui.hud.param-hud
game.feature.gui.hud.buff-hud
game.feature.gui.hud.item-timer-hud
game.feature.model.options-model
game.feature.gui.hud.key-hud
HIDDEN
HIDDEN
DEFAULT
playerVar.statusHidden
hud-display
DEFAULT
HIDDEN
HIDDEN
DEFAULT
HIDDEN_MENU
DEFAULT
QUICKMENU
QUICKMENU
DEFAULT
MENU
MENU
DEFAULT
DEFAULT
HIDDEN
DEFAULT
ZOOM
DEFAULT
media/gui/overload-overlay.png
element-overload
lighter
lighter
lighter
lighter
media/gui/status-gui.png
media/gui/status-gui.png
HIDDEN
media/gui/status-gui.png
media/gui/status-gui.png
game.feature.gui.hud.exp-hud
impact.feature.gui.gui
game.feature.gui.base.numbers
media/gui/status-gui.png
black
media/gui/status-gui.png
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
DEFAULT
DEFAULT
MERGE
HIDDEN
HIDDEN
game.feature.menu.gui.quests.quest-entries
impact.feature.gui.base.box
impact.feature.gui.gui
media/gui/menu.png
default

media/gui/basic.png
\\i[quest-mini-ok]
\\i[quest-mini-no]
???????????????
media/gui/basic.png
\\i[quest-mini-ok]
\\i[quest-mini-no]
media/gui/basic.png
\\i[quest-mini-ok]
\\i[quest-mini-no]

\\i[quest-mini-ok]
\\i[quest-mini-no]

\\i[quest-mini-ok]
\\i[quest-mini-no]


HIDDEN
 - 
%
CONDITION
QUEST
HIDDEN
\\i[quest-ok]
\\i[quest-no]
DEFAULT
game.feature.gui.hud.quest-hud
game.feature.gui.hud.right-hud
game.feature.menu.gui.quests.quest-entries

quest-show-current
: \\c[3]
\\c[0]
sc.gui.quest-hud.taskDone2
!
sc.gui.quest-hud.nextTask
: \\c[3]
\\c[0]
sc.gui.quest-hud.taskUpdated
quest-show-current
update-quest-style
sc.gui.quest-hud.title
DEFAULT
min-quest
game.feature.gui.hud.landmark-hud
game.feature.gui.hud.right-hud
game.feature.menu.gui.quests.quest-entries
game.feature.model.options-model
sc.gui.landmark-hud.landmark
 \\c[3]
\\c[0] 
sc.gui.landmark-hud.unlocked
!
sc.gui.landmark-hud.title
update-landmark-style
game.feature.menu.lore-model
impact.base.game
game.feature.model.base-model
impact.feature.storage.storage
LoreModel
lore
LoreEnumEditor
Lore
lore
VarLoreEditor
lore
lore
unlock
title
unlocked
Unsupported var access path: 
\\i[loreNew]
\\i[lore]
\\i[loreNew]
\\i[lore]
exploration
loreEntry
exploration
lore
LORE
exploration
loreTotalRate
LOCK NOT FOUND: 
LORE
exploration
lore
LORE
exploration
loreEntry
No such lore found: 
exploration
loreTotalRate
game.feature.gui.hud.lore-hud
game.feature.gui.hud.right-hud
game.feature.menu.lore-model
\\c[3]
\\c[0] 
sc.gui.lore-hud.updated
sc.gui.lore-hud.unlocked
sc.gui.lore-hud.title
update-lore-style
game.feature.gui.hud.drop-hud
game.feature.gui.hud.right-hud
\\c[3]
\\c[0] 
sc.gui.drop-hud.completed
sc.gui.drop-hud.title
MENU_BOTANICS
update-drop-style
game.feature.gui.hud.member-hud
impact.feature.gui.gui
impact.feature.gui.base.box
DEFAULT
HIDDEN
media/gui/status-gui.png
media/gui/severed-heads.png
HIDDEN
DEFAULT
HIDDEN
media/gui/status-gui.png
game.feature.gui.hud.sp-change-hud
impact.feature.gui.gui
game.feature.combat.model.combat-params
game.feature.model.options-model
media/gui/status-gui.png
HIDDEN
playerVar.statusHidden
sp-bar
BIG
DEFAULT
BIG
DEFAULT
HIDDEN
game.feature.gui.hud.sp-mini-hud
impact.feature.gui.gui
game.feature.gui.base.numbers
media/gui/status-gui.png
game.feature.gui.hud.top-msg-hud
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.model.options-model
landmark
media/sound/hud/quest-task-solved.ogg
landmark
FAST
DEFAULT
DEFAULT
DEFAULT
HIDDEN
HIDDEN
DEFAULT
HIDDEN
update-landmark-style
sc.gui.landmark-hud.title-new
update-quest-style
quest-show-current
sc.gui.quest-hud.
taskDoneCurrent
taskDoneCenter
update-lore-style
\\c[3]
\\c[0] 
sc.gui.lore-hud.updated
sc.gui.lore-hud.unlocked
sc.gui.lore-hud.top-title
sc.gui.lore-hud.top-first-title
sc.gui.lore-hud.top-first
update-drop-style
\\c[3]
\\c[0] 
sc.gui.drop-hud.completed
sc.gui.drop-hud.title
update-trophy-style
sc.gui.feats.unlocked
 \\c[3]
\\c[0]
sc.gui.feats.hud-title
media/gui/message.png
HIDDEN
Y
media/gui/message.png
HIDDEN
media/gui/message.png
media/gui/message.png
default
media/gui/message.png
default
media/gui/message.png
default
media/gui/message.png
default

HIDDEN
DEFAULT
HIDDEN
HIDDEN
default
default
default
default
media/gui/message.png
default

HIDDEN
game.feature.gui.hud.feat-hud
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.base.image
impact.base.lang
game.feature.gui.hud.right-hud
game.feature.achievements.achievements
sc.gui.feats.unlocked
 \\c[3]
\\c[0]
sc.gui.feats.hud-title
update-trophy-style
game.feature.gui.screen.loading-screen
impact.feature.gui.gui
impact.base.image
media/gui/loading.png

HIDDEN
HIDDEN
LOADING: 

DEFAULT
HIDDEN
game.feature.gui.screen.intro-screen
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.button
impact.base.image
media/gui/rfg-fish.png
media/gui/rfg-text.png
media/gui/tech-intro-bg.png
media/gui/html5-logo.png
media/gui/impact-logo.png
black
rfgLogo
rfgText
white
techBG
html5Logo
impactLogo
black
baseBG
DEFAULT
rfgLogo
DEFAULT
media/sound/menu/radicalfish-bubbles.ogg
rfgText
DEFAULT
whiteBG
DEFAULT
html5Logo
DEFAULT
techBG
DEFAULT
impactLogo
DEFAULT
blackBG
DEFAULT
HIDDEN
black
HIDDEN
DEFAULT
HIDDEN
game.feature.gui.screen.title-logo
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.button
impact.base.image
media/gui/title-logo.png
logo
logo
logo
logo
logo
logo
logo
logoC1
STATE1
logoC2
STATE1
logoC1
STATE2
logoC2
STATE2
logoRoss
DEFAULT
logoOde
DEFAULT
logoBG
DEFAULT
logoTechDemo2
DEFAULT
logoTechDemo
DEFAULT
game.feature.gui.screen.title-preset
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
sc.gui.title-screen.preset-title
\\i[back]
sc.gui.menu.back
HIDDEN
HIDDEN
offsetX
DEFAULT
HIDDEN
DEFAULT
HIDDEN
media/gui/buttons.png
default
delete
LV: 
focus
default
game.feature.gui.widget.modal-dialog
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.interact.gui.focus-gui
game.feature.interact.button-group
media/gui/menu.png
HIDDEN
DEFAULT
#000
HIDDEN
HIDDEN
media/gui/menu.png

HIDDEN
#000
DEFAULT
DEFAULT
HIDDEN
HIDDEN
options must be an array!
sc.gui.dialogs.yes
sc.gui.dialogs.no
game.feature.menu.gui.save.save-misc
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.version.version
game.feature.gui.widget.modal-dialog
game.feature.menu.gui.menu-misc
impact.feature.interact.gui.focus-gui
media/gui/buttons.png
default
sc.gui.menu.save-menu.new-slot
focus
default
media/gui/menu.png
media/gui/buttons.png
default
DEFAULT
DEFAULT
sc.gui.menu.save-menu.level
ja_JP
sc.gui.menu.save-menu.playtime
sc.gui.menu.save-menu.credit
sc.gui.menu.save-menu.noAuto
HIDDEN
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
focus
default
HIDDEN
media/gui/basic.png
media/gui/menu.png
default



???
???
 - 
???
 - 
???
V0.2.2
\\c[1]
media/gui/severed-heads.png
media/gui/menu.png
default
media/gui/menu.png
default
media/gui/chapters.png
media/gui/menu.png
sc.gui.menu.save-menu.chapter
sc.gui.menu.save-menu.chapter0
HIDDEN
sc.gui.menu.save-menu.chapterLast
HIDDEN
sc.gui.menu.save-menu.chapter
DEFAULT
DEFAULT
HIDDEN
default
#525B68
#2D343C
#faac49
#c73a24
media/gui/buttons.png
default
auto
focus
default
media/gui/buttons.png
default
HIDDEN
NEW_HIDDEN
DEFAULT
NEW_HIDDEN_END
HIDDEN_UPDATE
DEFAULT_UPDATE
HIDDEN_UPDATE
default
lighter
game.feature.menu.gui.save.save-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
game.feature.menu.gui.save.save-misc
media/gui/menu.png
default
- This is where you will find your auto save soon -
media/gui/menu.png
sc.gui.menu.save-menu.description-load
sc.gui.menu.save-menu.description-save
sc.gui.dialogs.slotsOverflow
sc.gui.dialogs.loadConfirm
sc.gui.dialogs.overrideConfirm
HIDDEN
sc.gui.menu.save-menu.description-load
sc.gui.menu.save-menu.description-save
DEFAULT

HIDDEN
sc.gui.dialogs.newConfirm
player
saves
sc.gui.dialogs.deleteConfirm
sc.gui.menu.save-menu.delete-info-title
\n\n
sc.gui.menu.save-menu.delete-info-content
black
MOVE
DELETE
game.feature.menu.gui.save.save-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.widget.modal-dialog
game.feature.menu.gui.base-menu
game.feature.menu.gui.menu-misc
game.feature.control.control
game.feature.menu.gui.save.save-list
0000
\\i[help]
sc.gui.menu.hotkeys.help
\\i[help2]
sc.gui.menu.hotkeys.deleteSlot
\\i[help3]
sc.gui.menu.hotkeys.newSlot
DEFAULT
sc.gui.dialogs.slotsOverflow
sc.gui.dialogs.newConfirm
sc.gui.menu.help-texts.load.title
sc.gui.menu.help-texts.load.pages
sc.gui.menu.help-texts.save.title
sc.gui.menu.help-texts.save.pages
gT
eT
Hb
sc.gui.menu.save-menu.load
sc.gui.menu.save-menu.save
red
HIDDEN
\\i[help]
sc.gui.menu.save-menu.delete
\\i[back]
sc.gui.menu.back
\\i[help2]
sc.gui.menu.save-menu.new-save
sc.gui.dialogs.deleteConfirm
sc.gui.dialogs.overrideConfirm
HIDDEN
HIDDEN
offsetX
DEFAULT
HIDDEN
\\i[help]
sc.gui.menu.save-menu.exit-del
DEFAULT
\\i[help]
sc.gui.menu.save-menu.delete
HIDDEN
\\i[help]
sc.gui.menu.save-menu.delete
DEFAULT
HIDDEN
HIDDEN
media/gui/buttons.png
default
delete
LV: 
 - 
 - 

sc.gui.menu.save-menu.time
: 
:
:
 - Saved!
HIDDEN
delete
focus
default
DEFAULT
HIDDEN
 - 
 - 

sc.gui.menu.save-menu.time
: 
:
:
V0.2.2
\\c[1]
game.feature.gui.screen.title-screen
impact.feature.gui.gui
game.feature.gui.base.button
impact.feature.parallax.parallax
game.feature.gui.screen.intro-screen
game.feature.gui.screen.title-logo
impact.base.image
game.feature.gui.screen.title-preset
game.feature.menu.gui.save.save-menu
game.feature.version.version
game.feature.control.control
MEDIUM_OUT
MEDIUM_OUT
HIDDEN
rgb(
,
,
)
DEFAULT
HIDDEN
media/sound/background/title-ambient.ogg
media/gui/title-bg.png
title
title
HIDDEN
HIDDEN
DEFAULT
HIDDEN
DEFAULT
MEDIUM
HIDDEN
HIDDEN
QUICK_END
SLOW_END
IDLE
IDLE
DEFAULT
SOUND_START
INTRO_SKIP
HIDDEN
media/gui/buttons.png
sc.gui.title-screen.pressStart
Chrome
HIDDEN
DEFAULT
HIDDEN
close
nw.gui
setOptions
options
setOptions
load
loadGame
start
start
continue
continue
sc.gui.title-screen.gamecode
HIDDEN
\\i[twitter]
HIDDEN
\\i[help]
sc.gui.title-screen.perform-warn
HIDDEN
\\i[menu]Changelog
HIDDEN
DEFAULT
\\i[help2]
sc.gui.dlc-list.button
HIDDEN
#000
HIDDEN
HIDDEN
HIDDEN
DEFAULT
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
HIDDEN
HIDDEN
HIDDEN
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
ccPerfWarning
ccPerfWarning
sc.gui.title-screen.perform-warn-text.sample-rate
[X]
sc.gui.title-screen.perform-warn-text.old-nwjs
black
sc.gui.title-screen.
DEFAULT
game.feature.gui.screen.pause-screen
impact.feature.gui.gui
impact.base.image
game.feature.gui.base.button
game.feature.menu.gui.save.save-menu
game.feature.gui.widget.modal-dialog
media/gui/scanlines.png
sc.gui.pause-screen.to-title
sc.gui.dialogs.titleConfirm
sc.gui.pause-screen.skip
CANCEL BUTTON
sc.gui.dialogs.cancelConfirm
sc.gui.pause-screen.resume
sc.gui.pause-screen.save-game
sc.gui.menu.menu-titles.options
sc.gui.pause-screen.lang-fix
HIDDEN
DEFAULT
HIDDEN
\\c[1]
\\c[0]
sc.gui.pause-screen.save-game
\\c[4]
media/gui/pause_word.png
game.feature.gui.screen.credits-screen
impact.feature.gui.gui
VarName
Variable that will be set to true when the credits are finished
<b>Credits</b> and set <b>
</b> to true
sc.gui.credits.ideaConcept
Felix 'Lachsen' Klein
Stefan 'R.D.' Lange
sc.gui.credits.programming
Felix 'Lachsen' Klein
Stefan 'R.D.' Lange
sc.gui.credits.spriteart
Felix 'Lachsen' Klein
Thomas 'T-Free' Fr\u00f6se
Martina Brodehl
Daniel 'The_question' Tillmann
sc.gui.credits.conceptart
Fabrice 'Frece' Magdanz
Solacy
Felix 'Lachsen' Klein
Stefan 'R.D.' Lange
sc.gui.credits.leveldesign
Stefan 'R.D.' Lange
Henning 'GFl\u00fcgel' Hartmann
Felix 'Lachsen' Klein
sc.gui.credits.sound
Florian 'Teflo' Valentin Valerius Ben \n Abdeslam Ben Modeslam Ben Omar Mohammed Abdeslam
Airon
Deniz 'Intero' Akbulut
sc.gui.credits.music
Deniz 'Intero' Akbulut 
sc.gui.credits.betatesters
Jens Meisters
Stefan Links
Lobby
Maximilian Malek
ChronoMoogle
IHeartPieGaming
sc.gui.credits.thanks
Anna M. Geudert - Lead Mental Support
Josephine Rettig - Cubic Environment Architect
Itaju - High-Level Complaining
FamilyJules7X - Musical Coffee Substitute
FlareShard
Steven Sch\u00e4fer
That guy named Steve
Friends and Family
Our Supporters and Fans (You are great!)
HIDDEN
#989898
HIDDEN
sc.gui.credits
HIDDEN
logo
DEFAULT
ROLL
game.feature.gui.widget.click-box
impact.base.image
impact.feature.interact.gui.focus-gui
game.feature.interact.button-group
HIDDEN
DEFAULT
HIDDEN
HIDDEN
game.feature.gui.widget.gamepad-box
impact.base.image
impact.feature.gui.gui
media/gui/buttons.png
?
sc.gui.gamepad-box.info-title
\n\n
sc.gui.gamepad-box.info-text
black
sc.gui.gamepad-box.not-connected
sc.gui.gamepad-box.connected
game.feature.gui.widget.counter-hud
game.feature.gui.hud.right-hud
impact.feature.gui.base.basic-gui
impact.base.image
LangLabel
Text to describe task
NumberExpression
Maximum count to reach
VarName
Variable that stores current hit count
LangLabel
Text to describe score
VarName
Variable that stores value
Number
Max Number to display (value can still be higher)
Number
Transition time for the score value when counting up and down
Boolean
If true, also allow negative numbers
Boolean
If true, use dots every 3 digits of the number
game.feature.gui.widget.information
game.feature.gui.base.boxes
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.base.image
impact.base.lang
game.feature.gui.base.boxes
LangLabel
Text to display in information.
LangLabel
Alternative text to display
VarCondition
Condition for alternative text
false
sc.gui.information.title
game.feature.combat.gui.hp-bar-boss
impact.feature.gui.gui
impact.feature.gui.base.box
media/gui/status-gui.png
media/gui/status-gui.png
default
media/gui/status-gui.png
default
default
default
white
white
#ff7a7a
#d71112
HIDDEN
CUTSCENE
DEFAULT
hp
HIDDEN_CUTSCENE
CUTSCENE
DEFAULT
hp
HIDDEN_CUTSCENE
CUTSCENE
DEFAULT
HIDDEN
HIDDEN
HIDDEN
Boss
HIDDEN
HIDDEN
media/gui/severed-heads.png
media/gui/status-gui.png
default
default
game.feature.gui.widget.bar-widget
game.feature.gui.base.boxes
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.base.image
impact.base.lang
game.feature.gui.base.boxes
game.feature.combat.gui.hp-bar-boss
#ff7a7a
#d71112
#96f766
#25b000
#66bef7
#0057b0
LangLabel
Text to display infront of widget.
VarName
Variable from which to fetch the value
Number
Maximum value of bar
String
Type of Bar. EMPTY => is empty when value=maxValue
String
Color of Bar
Number
Position of bar. 0 = bottom most bar. 1= one bar above
NumberArray
Splits added to the bar. Each value a number between 0-1.
Boolean
True if the bar should not have the white total damage bar
Boolean
True if the value should be the max value immediately
HIDDEN
CUTSCENE
DEFAULT
CUTSCENE
DEFAULT
HIDDEN
game.feature.gui.widget.indiegogo-gui
impact.feature.gui.gui
impact.feature.interact.gui.focus-gui
impact.feature.gui.base.box
http://www.cross-code.com/page/api/get-indiegogo-data.php
DEFAULT
GET
json
HIDDEN
media/gui/indiegogo.png
days\nleft!
fund-o-meter

Make it happen!
DEFAULT
HIDDEN
media/gui/indiegogo.png
default
media/gui/indiegogo.png
media/sound/hud/dialog-beep-2.ogg
media/gui/indiegogo.png
media/gui/indiegogo.png
default
DEFAULT
HIDDEN
HIDDEN
FADE_
game.feature.gui.widget.level-up-hud
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.boxes
impact.base.image
level
cp
hp
attack
defense
focus
media/gui/status-gui.png
sc.gui.levelup.title
sc.gui.levelup.
sc.gui.levelup.title
tmp._levelUpFinished
tmp._levelUpFinished
HIDDEN
HIDDEN
game.feature.gui.widget.social
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.base.image
Social Gui! FOLLOW US FFS!!!
#socialPopup
block
#socialPopup
#socialPopup
swing
#socialPopup
game.feature.gui.widget.timer-gui
impact.base.event
game.feature.gui.base.boxes
game.feature.gui.base.numbers
game.feature.gui.base.slick-box
Boolean
True if the timer should start right aways
media/gui/basic.png
Timer
HIDDEN
DEFAULT
HIDDEN
Boolean
True if the timer should be hidden and removed.
game.feature.gui.widget.sergey-mode
impact.feature.gui.gui
media/gui/sergey-mode-corner.png
media/gui/sergey-mode-corner.png
media/sound/scenes/sergey-mode-start.ogg
media/sound/scenes/sergey-mode-end.ogg
HIDDEN
DEFAULT
lighter
lighter
lighter
lighter
lighter
HIDDEN
game.feature.gui.widget.chest-items
impact.base.image
impact.feature.gui.gui
game.feature.inventory.inventory
\\i[
]
HIDDEN
DEFAULT
END
item-default
game.feature.gui.widget.demo-stats
impact.base.event
game.feature.gui.base.boxes
game.feature.gui.base.numbers
player
playtime
:
:
0000
sc.gui.stats.
:


 / 
HIDDEN
DEFAULT
#000
sc.gui.stats.stats
time
chests
autumn-area
chests
level
exp
player
exp
money
player
money
kills
combat
totalKilled
HIDDEN
HIDDEN
game.feature.gui.widget.demo-highscore
impact.base.event
impact.feature.gui.base.basic-gui
game.feature.gui.base.boxes
game.feature.gui.base.numbers
:
:
.
0000
\\c[3]

\\c[3]

#222222
HIDDEN
DEFAULT
#000
sc.gui.highscore.header
2

HIDDEN
HIDDEN
HIDDEN
DEFAULT
sc.gui.highscore.last-time
2

\\c[3]
\\c[3]
sc.gui.highscore.new-record
HIDDEN
DEFAULT
HIDDEN
HIDDEN
game.feature.gui.widget.tutorial-marker
impact.base.image
game.feature.gui.base.boxes
media/gui/message.png
HIDDEN
HIDDEN
black
black
black
black
media/sound/hud/popup-2.ogg
HIDDEN
DEFAULT
DEFAULT
DEFAULT
tutorialMsg
HIDDEN
HIDDEN
HIDDEN
HIDDEN
tutorialMsg
game.feature.gui.widget.tutorial-start-gui
impact.base.image
impact.feature.interact.gui.focus-gui
game.feature.interact.button-group
game.feature.gui.base.compact-choice-box
media/sound/hud/popup.ogg
show
skip
HIDDEN
DEFAULT
tutorial
tutorial
HIDDEN
HIDDEN
HIDDEN
HIDDEN
black
show
game.feature.gui.widget.skip-scene
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
sc.gui.dialogs.skipAsk
HIDDEN
DEFAULT
HIDDEN
HIDDEN
game.feature.gui.plug-in
game.feature.gui.base.boxes
game.feature.gui.base.slick-box
game.feature.gui.base.button
game.feature.gui.base.numbers
game.feature.gui.base.text
game.feature.gui.base.misc
game.feature.gui.base.compact-choice-box
game.feature.gui.hud.combat-hud
game.feature.gui.hud.right-hud
game.feature.gui.hud.item-hud
game.feature.gui.hud.element-hud
game.feature.gui.hud.money-hud
game.feature.gui.hud.task-hud
game.feature.gui.hud.status-hud
game.feature.gui.hud.hp-hud
game.feature.gui.hud.exp-hud
game.feature.gui.hud.param-hud
game.feature.gui.hud.buff-hud
game.feature.gui.hud.item-timer-hud
game.feature.gui.hud.quest-hud
game.feature.gui.hud.landmark-hud
game.feature.gui.hud.lore-hud
game.feature.gui.hud.drop-hud
game.feature.gui.hud.member-hud
game.feature.gui.hud.sp-change-hud
game.feature.gui.hud.sp-mini-hud
game.feature.gui.hud.top-msg-hud
game.feature.gui.hud.feat-hud
game.feature.gui.screen.loading-screen
game.feature.gui.screen.title-screen
game.feature.gui.screen.pause-screen
game.feature.gui.screen.credits-screen
game.feature.gui.widget.click-box
game.feature.gui.widget.gamepad-box
game.feature.gui.widget.counter-hud
game.feature.gui.widget.information
game.feature.gui.widget.bar-widget
game.feature.gui.widget.indiegogo-gui
game.feature.gui.widget.level-up-hud
game.feature.gui.widget.social
game.feature.gui.widget.timer-gui
game.feature.gui.widget.sergey-mode
game.feature.gui.widget.chest-items
game.feature.gui.widget.demo-stats
game.feature.gui.widget.demo-highscore
game.feature.gui.widget.tutorial-marker
game.feature.gui.widget.tutorial-start-gui
game.feature.gui.widget.modal-dialog
game.feature.gui.widget.skip-scene
sc.gui
game.feature.menu.gui.equip.equip-status
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.plug-in
game.feature.menu.gui.menu-misc
media/gui/menu.png
sc.gui.menu.equip.moreMod
DEFAULT
maxhp
atk
def
foc
res
res
res
res
sc.gui.menu.equip.modifiers
modifier.
HIDDEN
#7E7E7E
#2C2D2D
HIDDEN
DEFAULT
sc.gui.menu.equip.moreMod
DEFAULT
sc.gui.menu.equip.lessMod
HIDDEN

 [
 
sc.gui.menu.equip.hidden
]
sc.gui.menu.equip.moreMod
sc.gui.menu.equip.
res
heat
cold
shock
wave
INFO
sc.gui.menu.equip.
sc.gui.menu.equip.descriptions.
hp
attack
defense
focus
elemFactor
elemFactor
elemFactor
elemFactor
DEFAULT
HIDDEN
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
DEFAULT
HIDDEN
DEFAULT

game.feature.menu.gui.equip.equip-misc
impact.feature.gui.gui
game.feature.gui.plug-in
levels
sc.gui.menu.equip.levels
sc.gui.menu.equip.descriptions.levels
LVL
#cdcdcd
sc.gui.menu.equip.player
sc.gui.menu.equip.equip
HIDDEN
equip-level-display
DEFAULT
HIDDEN
media/gui/menu.png

HIDDEN
#94CEFF
HIDDEN
#94CEFF
HIDDEN
DEFAULT
HIDDEN
#FF8A34
#FF8A34
#94CEFF
#94CEFF
DEFAULT
HIDDEN
DEFAULT
DEFAULT
HIDDEN
DEFAULT
HIDDEN
DEFAULT
DEFAULT
HIDDEN_FADE
HIDDEN
HIDDEN_FADE
HIDDEN
HIDDEN
HIDDEN_FADE
HIDDEN
HIDDEN
DEFAULT
DEFAULT
DEFAULT
HIDDEN
HIDDEN
media/gui/equip-fx.png
media/gui/menu.png
HIDDEN
DEFAULT
HIDDEN
lighter
game.feature.menu.gui.equip.equip-bodypart
impact.feature.gui.gui
game.feature.gui.plug-in
game.feature.menu.gui.equip.equip-misc
game.feature.menu.gui.menu-misc
HIDDEN

HIDDEN
DEFAULT
HIDDEN
sc.gui.menu.equip.unequip-name
sc.gui.menu.equip.unequip-des
\\i[
item-default
]
auto
auto
name
amount
rarity
level
hp
attack
defense
focus
sc.gui.menu.sort.
DEFAULT
HIDDEN
DEFAULT
HIDDEN

head
rightarm
leftarm
torso
feet
Whoops, Why is this happening?
sc.gui.menu.equip.
sc.gui.menu.equip.nothing

item-default
item-default
\\i[
]
media/gui/menu.png
\\i[
item-default
]
sc.gui.menu.equip.nothing
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
HIDDEN
DEFAULT
game.feature.menu.gui.help.help-misc
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
media/gui/menu.png


#545454
HIDDEN
buff
HIDDEN
HIDDEN
HIDDEN
heal
levels
HIDDEN
DEFAULT
DEFAULT
\\c[3]
\\c[0]
green
white
orange
red
DEFAULT
DEFAULT
DEFAULT
\\c[3]
\\c[0]
HIDDEN
HIDDEN
DEFAULT
DEFAULT
HIDDEN
function
\\c[
]
sc.gui.menu.help.equip.colors.
\\c[0]:
sc.gui.menu.help.equip.colorDesc.
\\i[
]\\i[
]
 \\c[1]- 
%\\c[0]
 \\c[2]+ 
%\\c[0]
\\i[insetArrow]
#545454
param
elemFactor
heat
cold
shock
wave
hp
maxhp
attack
atk
defense
def
focus
foc
modifier.

ERROR ERROR
sc.gui.menu.equip.
descriptions.

elemFactor
game.feature.menu.gui.help.help-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.interact.button-interact
game.feature.menu.gui.base-menu
game.feature.menu.gui.menu-misc
game.feature.menu.gui.help.help-misc
#000
HIDDEN
#151515
HIDDEN
\\i[help-icon]
sc.gui.menu.menu-titles.help
#151515
HIDDEN
HIDDEN
\\i[back]
sc.gui.menu.back
sc.gui.menu.description.back
HIDDEN
\\i[help]
sc.gui.menu.manual
HIDDEN
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
HIDDEN
HIDDEN
INFO
dyn
dyn
last
sc.gui.menu.help-texts.save.title
sc.gui.menu.help-texts.save.pages
media/gui/menu.png
default
game.feature.menu.gui.equip.equip-menu
impact.feature.gui.gui
game.feature.gui.plug-in
game.feature.menu.gui.base-menu
game.feature.menu.gui.main-menu
game.feature.menu.gui.equip.equip-status
game.feature.menu.gui.equip.equip-bodypart
game.feature.inventory.inventory
game.feature.menu.gui.help.help-menu
media/gui/menu.png
level
hp
attack
defense
focus

DEFAULT
\\i[help]
sc.gui.menu.hotkeys.help
\\i[help3]
sc.gui.menu.item.sort-title
\\i[help2]
sc.gui.menu.hotkeys.status

sc.gui.menu.help-texts.equip.title
sc.gui.menu.help-texts.equip.pages
\\i[help3]
sc.gui.menu.item.sort-title
: 
\\c[3]
\\c[0]
sc.gui.menu.sort.auto
sc.gui.menu.sort.auto
sc.gui.menu.sort.auto
HIDDEN
game.feature.skills.skills
impact.base.game
game.feature.combat.model.combat-params
sc.gui.skills.names.
sc.gui.skills.descriptions.
This is an empty Skill for testing. Gives 0 on everything!
Stat is not defined!
sc.gui.skills.descriptions.
[xyz]
hp
attack
defense
focus
sc.gui.skills.descriptions.
[xyz]
sc.gui.skills.descriptions.
[xyz]
RANGED_DMG
KNOCKBACK
MELEE_DMG
ASSAULT
CRITICAL_DMG
AIM_SPEED
AIM_STABILITY
AIMING_MOVEMENT
DASH_INVINC
DASH_STEP
GUARD_STRENGTH
GUARD_AREA
STUN_THRESHOLD
COND_EFFECT_HEAT
COND_EFFECT_COLD
COND_EFFECT_SHOCK
COND_EFFECT_WAVE
COND_GUARD_HEAT
COND_GUARD_COLD
COND_GUARD_SHOCK
COND_GUARD_WAVE
COND_HEALING
HP_REGEN
OVERHEAT_REDUCTION
ITEM_BOOST
APPETITE
SPIKE_DMG
CROSS_COUNTER
BERSERK
ONCE_MORE
GUARD_SP
_SPECIAL
_
sc.gui.skills.specials.wip.name
_SPECIAL
_
sc.gui.skills.specials.wip.desc
_SPECIAL
_
_
A
B
A
NEUTRAL
HEAT
COLD
SHOCK
WAVE
THROW
A
THROW
B
ATTACK
A
ATTACK
B
DASH
A
DASH
B
GUARD
A
GUARD
B
game.feature.skills.skilltree
impact.base.game
game.feature.skills.skills
Can't initialize skill tree because ig.SKILL_TREE was not provided
json
Could not load Skilltree json file! Event: %O
%cLOADABLE: %cLoaded Skilltree: \n%O
color:#149AEB

Empty Skill detected [element ID: %i]! Please add content for the skill, for now we skip it.
EMTPY
Unknown or no skill type detected: %c
color:orange
Creating Empty skill: %O
SPECIAL_A
left
SPECIAL_A
right
game.feature.menu.gui.circuit.circuit-misc
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.numbers
game.feature.menu.gui.menu-misc
game.feature.skills.skilltree
game.feature.player.player-model
media/gui/circuit.png
media/gui/circuit.png
\\i[arrow-left]
\\i[arrow-right]
HIDDEN
HIDDEN
sc.gui.menu.help.circuit.titles.points
sc.gui.menu.help.circuit.description.points
dyn
dyn
HIDDEN
HIDDEN
DEFAULT
HIDDEN
DEFAULT
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
HIDDEN
DEFAULT
DEFAULT
HIDDEN
DEFAULT
HIDDEN_MIN
HIDDEN
media/gui/status-gui.png
media/gui/circuit.png
+ 2 CP
HIDDEN
learned
HIDDEN
skills
DEFAULT
HIDDEN
HIDDEN
DEFAULT
DEFAULT
YES
NO
NO
YES
YES
NO
game.feature.menu.gui.circuit.circuit-detail-elements
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.interact.interact
game.feature.font.font-system
game.feature.menu.gui.circuit.circuit-misc
game.feature.menu.gui.menu-misc
game.feature.model.options-model
game.feature.skills.skills
media/gui/circuit.png
media/gui/circuit.png
top-left
top-right
media/sound/menu/circuit/circuit-upgrade-b-2.ogg
sc.gui.menu.skill.cost
cp
sc.gui.menu.skill.activate
sc.gui.menu.skill.cancel
HIDDEN
DEFAULT
Could not find skill: 
sc.gui.menu.skill.activate
sc.gui.menu.skill.cost
DEFAULT
DEFAULT
sc.gui.menu.skill.activated
HIDDEN
HIDDEN
sc.gui.menu.skill.switch
sc.gui.menu.skill.activated
HIDDEN
HIDDEN
sc.gui.menu.skill.switch
sc.gui.menu.skill.chain-des
sc.gui.menu.skill.chain
\\c[2]cp\\c[0]
\\c[4]
sc.gui.menu.skill.chain
\\c[0]
\\c[1]cp\\c[0]
\\c[2]cp\\c[0]
\\c[1]cp\\c[0]
DEFAULT

HIDDEN
#7E7E7E
media/gui/circuit.png
top-left
top-right
UberSkill 9000gt
Guard Art
#FFFFFF
Cost: 
circuit-text-size
Unlocks Magic Dagger + 5.\nIncreases text by a third line.
circuit-display-time
HIDDEN
circuit-text-size
circuit-display-time
HIDDEN
HIDDEN
DEFAULT
HIDDEN
HIDDEN
BS [
UberSkill 9000gt
\\c[3]
\\c[0]
sc.gui.skills.special-types.
\\c[3]
\\c[0]
sc.gui.menu.skill.shade
[xyz]
\\c[3]
sc.gui.menu.skill.swappable
\\c[0]
\\c[3]
sc.gui.menu.skill.activated
\\c[0]
sc.gui.menu.skill.cost
 \\c[2]
cp\\c[0]
sc.gui.menu.skill.cost
 \\c[1]
cp\\c[0]
\\c[3]
sc.gui.menu.skill.activated
\\c[0]
sc.gui.menu.skill.cost
 \\c[2]
cp\\c[0]
sc.gui.menu.skill.cost
 \\c[1]
cp\\c[0]
circuit-display-time
DEFAULT
HIDDEN
DEFAULT
HIDDEN
HIDDEN
media/sound/menu/menu-hover.ogg
game.feature.menu.gui.circuit.circuit-overview
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.circuit.circuit-misc
game.feature.combat.model.combat-params
menu.circuit.start.
media/sound/menu/menu-hover.ogg
left
right
up
down
right
left
down
up
media/gui/circuit.png

DEFAULT

DEFAULT
HIDDEN
HIDDEN
SCALE
DEFAULT
CW_90
orBranch can't be rendered with a slope direction.
Can't get cardinal direction when x and y are zero! Direction: [x: %i, y: %i]
If this return, you broke something horribly Bro.
0
media/gui/circuit.png
HIDDEN
menu.circuit.start.
DEFAULT
media/gui/circuit.png
HIDDEN
game.feature.menu.gui.circuit.circuit-effect-display
impact.feature.gui.gui
media/gui/circuit.png
misc.menu-effect-large
HIDDEN
HIDDEN
lighter
combat
chargeLevel1Loop
combat
chargeLevel1
game.feature.menu.gui.circuit.circuit-detail
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.circuit.circuit-misc
game.feature.menu.gui.circuit.circuit-detail-elements
game.feature.menu.gui.circuit.circuit-overview
game.feature.menu.gui.circuit.circuit-effect-display
CW_90
If this return, you broke something horribly Bro.
media/gui/circuit.png
HIDDEN
HIDDEN
DEFAULT
HIDDEN
HIDDEN
media/gui/circuit.png
Element muss be defined
DEFAULT
white
DEFAULT
HIDDEN
CW_90
orBranch can't be rendered with a slope direction.
media/gui/circuit.png
red
media/gui/circuit.png
media/gui/circuit-icons.png
yellow
green
yellow
green
shift
shift
media/gui/circuit.png
This will lead to an error bro, we can't draw orBranches in slopes: 
yellow
media/gui/circuit.png
blue
game.feature.menu.gui.circuit.circuit-swap-branches
impact.feature.gui.base.basic-gui
game.feature.menu.gui.circuit.circuit-misc
game.feature.menu.gui.circuit.circuit-detail-elements
media/sound/menu/circuit/circuit-upgrade-b-2.ogg
Swap Skill UID is not first branch UID: 
 [Panel will be skipped]
HIDDEN
SCALE
DEFAULT
DEFAULT
HIDDEN
media/gui/circuit.png
skill UID is not valid: 
%cSwitched Branch: 
color:#00CC00
%cNew BranchIndices: %c[%i, %i, %i]
color:#00CC00

%c [%i]: %c
color:#00CC00

%cOld BranchIndices: %c[%i, %i, %i]
color:#00CC00

%c [%i]: %c
color:#00CC00

media/gui/menu.png
HIDDEN
sc.gui.menu.help.circuit.titles.branch
sc.gui.menu.help.circuit.description.branch
HIDDEN
sc.gui.menu.help.circuit.titles.branch
sc.gui.menu.help.circuit.description.branch
HIDDEN
DEFAULT
UP_INACTIVE
DOWN
DOWN_INACTIVE
UP
DOWN
DEFAULT
DEFAULT
DEFAULT
DOWN
HIDDEN
HIDDEN
HIDDEN
media/gui/circuit-icons.png
\\c[4]---------------\\c[0]
\\c[4]---------------\\c[0]
\\c[3]
\\c[0]
\\c[4]---------------\\c[0]
\\c[3]
\\c[0]
\\c[4]
\\c[0]
DEFAULT
HALF
HALF
game.feature.menu.gui.circuit.circuit-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.circuit.circuit-misc
game.feature.menu.gui.circuit.circuit-detail-elements
game.feature.menu.gui.circuit.circuit-detail
game.feature.menu.gui.circuit.circuit-swap-branches
game.feature.menu.gui.circuit.circuit-overview
black
HIDDEN
\\i[help]
sc.gui.menu.hotkeys.help
\\i[help2]
sc.gui.menu.hotkeys.swap-branches
DEFAULT
sc.gui.menu.help-texts.circuit.title
sc.gui.menu.help-texts.circuit.pages
\\i[help2]
sc.gui.menu.hotkeys.swap-branches
\\i[help2]
sc.gui.menu.hotkeys.swap-exit
DEFAULT
XG
Hb
\\i[help2]
sc.gui.menu.hotkeys.swap-branches
HIDDEN
game.feature.menu.gui.item.item-status-equip
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
media/gui/menu.png
maxhp
atk
def
foc
res
res
res
res
HIDDEN
DEFAULT
HIDDEN

DEFAULT
HIDDEN
sc.gui.menu.equip.
res
heat
cold
shock
wave
INFO
sc.gui.menu.equip.
sc.gui.menu.equip.descriptions.
sc.gui.menu.equip.modifiers
modifier.
HIDDEN
HIDDEN
DEFAULT
HIDDEN

DEFAULT
HIDDEN
DEFAULT
HIDDEN
sc.gui.menu.equip.
INFO
sc.gui.menu.equip.modifier.
sc.gui.menu.equip.descriptions.
game.feature.menu.gui.item.item-status-default
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
media/gui/status-gui.png
media/gui/menu.png
default
media/gui/status-gui.png

sc.gui.menu.seconds
hp
default
default
hp
exp
buff
bg
fg
hp
red
spm
spm
sp
media/gui/menu.png
media/gui/status-gui.png
HP
sc.gui.menu.help.item.titles.hp
sc.gui.menu.help.item.description.hp
SP
sc.gui.menu.help.item.titles.sp
sc.gui.menu.help.item.description.sp
EXP
sc.gui.menu.help.item.titles.exp
sc.gui.menu.help.item.description.exp
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
game.feature.menu.gui.item.item-status-buffs
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.item.item-status-default
media/gui/basic.png
sc.gui.menu.item.buff
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
media/gui/menu.png
\\i[help]
sc.gui.menu.item.buffHelp
HIDDEN
buff-help
DEFAULT
DEFAULT
HIDDEN
HIDDEN
buff-help
DEFAULT
HIDDEN
HIDDEN
game.feature.menu.gui.item.item-status-favs
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.player.player-model
media/gui/menu.png

\\i[
]

media/gui/menu.png
media/gui/basic.png
sc.gui.menu.item.favs
sc.gui.menu.help.item.titles.favs
sc.gui.menu.help.item.description.favs
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
game.feature.menu.gui.item.item-status-trade
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.item.item-status-default
media/gui/basic.png
sc.gui.menu.item.availability
sc.gui.menu.help.item.titles.avail
sc.gui.menu.help.item.description.avail
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
media/gui/menu.png
media/gui/trade-types.png
NONE
#C7C7C7


combat
kill
???
???
???
???
???
???
???
game.feature.menu.gui.item.item-sort-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
media/gui/menu.png
default

HIDDEN
sc.gui.menu.sort.
sc.gui.menu.sort.des.
DEFAULT
HIDDEN
sc.gui.menu.sort.
sc.gui.menu.sort.des.
auto
name
amount
rarity
game.feature.menu.gui.item.item-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
game.feature.menu.gui.item.item-sort-menu
media/gui/menu.png




HIDDEN
 [Description]
data/item-database.json



#FF6D00
news
item-news
NEW
items
item-items
arms
item-sword
head
item-helm
torso
item-belt
feet
item-shoe
trade
item-trade
keys
item-key
toggle
item-toggle
HIDDEN
DEFAULT


HIDDEN
sc.gui.menu.help-texts.inventory.title-2
\n\n
sc.gui.menu.help-texts.inventory.text-2
black
auto
auto
name
amount
rarity
sc.gui.menu.sort.
NEW
Only equip can have a subType! [type: 
, subType: 
]
HIDDEN
DEFAULT
\\i[
toggle-item-on
toggle-item-off
]
\\i[
item-default
]
NEW
sc.gui.menu.item.
media/gui/buttons.png
default

item-default

item-default
\\i[
]
\\i[
]
default
pressed
focus
game.feature.menu.gui.item.item-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.item.item-status-equip
game.feature.menu.gui.item.item-status-default
game.feature.menu.gui.item.item-status-buffs
game.feature.menu.gui.item.item-status-favs
game.feature.menu.gui.item.item-status-trade
game.feature.menu.gui.item.item-list
\\i[help]
sc.gui.menu.hotkeys.help
\\i[help3]
sc.gui.menu.item.sort-title
sc.gui.menu.help.item.titles.buffs
sc.gui.menu.help.item.description.buffs
\\i[help2]
sc.gui.menu.item.set-fav
DEFAULT
sc.gui.menu.help-texts.inventory.title
sc.gui.menu.help-texts.inventory.pages
gO
Pd
Hb
\\i[help3]
sc.gui.menu.item.sort-title
: 
\\c[3]
\\c[0]
game.feature.menu.gui.map.map-misc
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.numbers
game.feature.menu.gui.menu-misc
media/gui/menu.png
lighter
media/gui/menu.png
media/gui/menu.png
default
T
DEFAULT
HIDDEN
media/gui/menu.png

media/gui/menu.png
lighter
media/gui/menu.png
INFO
sc.gui.menu.help.map.titles.chest
sc.gui.menu.help.map.description.chest
dyn
HIDDEN
chests
media/gui/menu.png
INFO
sc.gui.menu.help.map.titles.stamps
sc.gui.menu.help.map.description.stamps
dyn
HIDDEN
media/gui/menu.png
???
???
media/gui/menu.png
HIDDEN
HIDDEN
DEFAULT
HIDDEN
circle-right
circle-left
HIDDEN


DEFAULT
sc.gui.menu.map-menu.gf
sc.gui.menu.map-menu.base-short
sc.gui.menu.map-menu.floor-short

sc.gui.menu.map-menu.area
HIDDEN
offsetX
DEFAULT
HIDDEN
black
red
green
blue
yellow
pink
cyan
orange
purple
wheat
HIDDEN
game.feature.menu.gui.map.map-stamp
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.numbers
game.feature.menu.gui.menu-misc
media/gui/menu.png
DEFAULT

DEFAULT
sc.gui.menu.map-menu.stamps.
DEFAULT
sc.gui.menu.map-menu.stamps.
media/gui/menu.png
default
sc.gui.menu.map-menu.delete
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
#292b2f
media/gui/menu.png
DEFAULT

DEFAULT
game.feature.menu.gui.map.map-floor
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.area-loadable
media/gui/menu.png
default_empty



media/gui/area-icons.png

???


black
area_up
area_down
area_left
area_right


HIDDEN
DEFAULT
HIDDEN
HIDDEN_FAST
DEFAULT
game.feature.menu.gui.map.map-area
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.map.map-floor
game.feature.menu.gui.map.map-misc
media/gui/menu.png
media/gui/env-white.png


HIDDEN
#154453

sc.gui.menu.map-menu.teleport




???
\\c[1]
sc.gui.menu.map-menu.blocked
\\c[0]: 
DEFAULT


HIDDEN
DEFAULT
DEFAULT
DEFAULT

DEFAULT

HIDDEN

HIDDEN_WORLD
DEFAULT

game.feature.menu.gui.map.map-worldmap
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.map.map-misc
media/gui/menu.png


lighter
media/gui/world-map.png


HIDDEN


DEFAULT

HIDDEN
chests

 \\c[3][
/
]\\c[0]
 [
/
]



game.feature.menu.gui.map.map-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.map.map-misc
game.feature.menu.gui.map.map-stamp
game.feature.menu.gui.map.map-area
game.feature.menu.gui.map.map-worldmap
\\i[help]
sc.gui.menu.hotkeys.help
\\i[help3]
sc.gui.menu.hotkeys.center-map
\\i[help2]
sc.gui.menu.hotkeys.worldmap
???
HIDDEN
DEFAULT
DEFAULT
HIDDEN
DEFAULT
DEFAULT
HIDDEN
HIDDEN
HIDDEN
sc.gui.menu.map-menu.popupTitle
\n\n
sc.gui.menu.map-menu.popupDesc
black

sc.gui.menu.help-texts.map.title
sc.gui.menu.help-texts.map.pages
iT
WD
Hb
HIDDEN
HIDDEN
DEFAULT
DEFAULT
DEFAULT
DEFAULT
game.feature.menu.gui.options.options-misc
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
game.feature.menu.gui.menu-misc
black
sc.gui.options.controls.unbind
sc.gui.options.controls.back
sc.gui.options.controls.anykey
HIDDEN
HIDDEN
DEFAULT
DEFAULT
keydown
HIDDEN
HIDDEN
keydown
media/gui/buttons.png
default
default-focus
fill-focus
default-focus
default
fill-focus
fill
media/gui/buttons.png
default
default
focus
default
focus
default
media/gui/menu.png
default
HIDDEN
\\i[language-
] 
sc.gui.options.language.group
language
language
DEFAULT
HIDDEN
game.feature.menu.gui.options.options-types
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.options.options-misc
game.feature.model.options-model
sc.gui.options.
.group
\\c[0]
\\c[
]
100%
%

Debug 
sc.gui.options.controls.keys.
sc.gui.options.controls.description
\\i[keyCode-
]
\\i[keyCode-
]
sc.gui.options.controls.none
\\i[keyCode-
]
\\i[keyCode-
]
sc.gui.options.controls.none
\\i[keyCode-
]
\\i[keyCode-
]
sc.gui.options.controls.none
\\i[language-
] 
sc.gui.options.language.group
\\i[language-
] 
sc.gui.options.language.group
sc.gui.
media/gui/menu.png
option entry is null!
sc.gui.options.
.description
sc.gui.options.
.name
#545454
Missing Option Type: 
sc.gui.options.headers.
sc.gui.options.text-speed.example
#545454

game.feature.menu.gui.options.options-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
game.feature.menu.gui.item.item-list
game.feature.menu.gui.options.options-types
media/gui/menu.png

#FF6D00
general
interface
video
gamepad
controls
assists
HIDDEN
DEFAULT
HIDDEN
HIDDEN
DEFAULT
INFO
sc.gui.menu.option.
game.feature.menu.gui.options.options-menu
impact.feature.gui.gui
game.feature.menu.gui.options.options-list
\\i[help]
sc.gui.menu.hotkeys.help
\\i[help2]
sc.gui.menu.hotkeys.reset-default
black
HIDDEN
DEFAULT
HIDDEN
sc.gui.dialogs.resetAsk
sc.gui.menu.help-texts.options.title
sc.gui.menu.help-texts.options.pages
dT
Hb
HIDDEN
DEFAULT
HIDDEN
game.feature.menu.gui.shop.shop-start
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.gui.base.button
media/gui/menu.png
default
sc.gui.shop.buy
sc.gui.shop.sell
shops
HIDDEN

DEFAULT
HIDDEN_SCALE
HIDDEN
media/gui/menu.png
default
HIDDEN
shops
Unknown Shop Name
 - 
 - 
DEFAULT
HIDDEN_SCALE
HIDDEN
game.feature.menu.gui.shop.shop-misc
game.feature.inventory.inventory
CONS
EQUIP
ARM
TORSO
FEET
TRADE
KEY
game.feature.menu.gui.shop.shop-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
impact.feature.interact.press-repeater
game.feature.gui.base.boxes
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
game.feature.menu.gui.shop.shop-misc
sc.gui.shop.cost



sc.gui.shop.owned
HIDDEN
right
left
sc.gui.shop.price
sc.gui.shop.cost
DEFAULT
HIDDEN
right
left
shops
shops
EQUIP
shops
\\i[
item-default
]
shops
\\i[
item-default
]
sc.gui.shop.leaveWithCartItems

\\i[arrow-left]
\\i[arrow-right]
HIDDEN
#000
DEFAULT
sc.gui.shop.sellPages.
shops
\\i[arrow-left-off]
\\i[arrow-right-off]
\\i[arrow-left]
\\i[arrow-right]
HIDDEN
sc.gui.shop.sellPages.
shops
media/gui/menu.png
HIDDEN
DEFAULT
HIDDEN
game.feature.trade.trade-model
impact.base.game
impact.base.loader
impact.feature.interact.button-interact
impact.feature.database.database
impact.feature.storage.storage
game.feature.model.base-model
Traders
traders
TradeEnumEditor
Traders
traders
traders
VarTradeEditor
???
???
???
???
trade
tradeRate
traders
name
unlocked
Unsupported var access path: 

tradersFound
trade
tradersTotal
trade
tradeRate
TRADER

tradersFound
trade
tradersTotal
tradersFound
trade
tradersTotal
trade
tradeRate
trade
total
trade
lost
trade
moneyLost
trade
got
No such active offer at index: 

START_NPC_TRADE_MENU
NPC EVENT
game.feature.trade.gui.equip-toggle-stats
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.trade.trade-model
media/gui/menu.png
default
HIDDEN
#7E7E7E
#7E7E7E
#7E7E7E
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HEAD
item-helm
ARM
item-sword
TORSO
item-belt
FEET
item-shoe
sc.gui.trade.compare
 
sc.gui.trade.compareBASE
-----------------
sc.gui.trade.compareHEAD
sc.gui.trade.compareARMLeft
sc.gui.trade.compareARMRight
sc.gui.trade.compareTORSO
sc.gui.trade.compareFEET

\\i[
item-default
]
\\i[help4]\\i[
]-----------------
hp
attack
defense
focus
elemFactor
elemFactor
elemFactor
elemFactor
DEFAULT
DEFAULT
HIDDEN
HIDDEN
sc.gui.trade.compare
\\i[help4]

sc.gui.trade.stats
maxhp
atk
def
foc
res
res
res
res
sc.gui.trade.modifier
modifier.
HIDDEN
sc.gui.menu.equip.
res
heat
cold
shock
wave
INFO
sc.gui.menu.equip.
sc.gui.menu.equip.descriptions.
game.feature.menu.gui.shop.shop-stats
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.trade.gui.equip-toggle-stats
media/gui/menu.png
default
sc.gui.trade.nothing
sc.gui.shop.noEquip
HIDDEN
#7E7E7E
#7E7E7E
#7E7E7E
sc.gui.trade.nothing
sc.gui.shop.noEquip
DEFAULT
HIDDEN
game.feature.menu.gui.shop.shop-cart
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
media/gui/menu.png
default
sc.gui.shop.cart
sc.gui.shop.credits
:
sc.gui.shop.cost
:
sc.gui.shop.rest
:
\\i[help2]
sc.gui.shop.checkout
HIDDEN
#7E7E7E
#FFF
sc.gui.shop.profit
:
sc.gui.shop.total
:
sc.gui.shop.cost
:
sc.gui.shop.rest
:
DEFAULT
HIDDEN
media/gui/menu.png
game.feature.menu.gui.shop.shop-quantity
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
impact.feature.interact.gui.focus-gui
media/gui/menu.png
default
sc.gui.shop.quantity
sc.gui.shop.cost
sc.gui.shop.submit
HIDDEN
up
down
right
left
up
down
right
left
sc.gui.shop.profit
sc.gui.shop.cost
shops
DEFAULT


HIDDEN
media/gui/menu.png
HIDDEN
DEFAULT
HIDDEN
#7E7E7E
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
game.feature.menu.gui.shop.shop-confirm
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.gui.widget.modal-dialog
game.feature.menu.gui.shop.shop-misc
sc.gui.shop.confirmBuy
sc.gui.shop.buy
sc.gui.shop.cancel
sc.gui.shop.confirmSell
sc.gui.shop.sell
sc.gui.shop.confirmBuy
sc.gui.shop.buy
\\i[
item-default
]
sc.gui.dialogs.sellRare
media/gui/menu.png
game.feature.menu.gui.shop.shop-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.menu-misc
game.feature.menu.gui.shop.shop-start
game.feature.menu.gui.shop.shop-list
game.feature.menu.gui.shop.shop-stats
game.feature.menu.gui.shop.shop-cart
game.feature.menu.gui.shop.shop-quantity
game.feature.menu.gui.shop.shop-confirm
game.feature.control.control
\\i[help]
sc.gui.menu.hotkeys.help
\\i[help3]
sc.gui.menu.item.sort-title

auto
name
rarity
DEFAULT
sc.gui.menu.sort.auto
\\i[help3]
sc.gui.menu.item.sort-title
: 
\\c[3]
\\c[0]
HIDDEN
DEFAULT
DEFAULT
items
buy
items
sell
sc.gui.menu.help-texts.shop.title
sc.gui.menu.help-texts.shop.pages
HIDDEN
HIDDEN
Pd
Hb
sc.gui.menu.sort.auto
game.feature.menu.gui.help-boxes
impact.feature.gui.base.basic-gui
game.feature.gui.base.boxes
game.feature.menu.gui.menu-misc
media/gui/basic.png
Default
\\i[arrow-left]
HIDDEN
\\i[arrow-right]
HIDDEN
HIDDEN
DEFAULT
HIDDEN
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
HIDDEN
UNKNOWN LABEL
DEFAULT
HIDDEN
DEFAULT
HIDDEN
DEFAULT
!!min=
--
--
\\i[li]
\\i[li]

!!====
#7E7E7E
......
....
..
__
HIDDEN
#000
game.feature.menu.gui.synop.synop-misc
impact.feature.gui.base.box
impact.feature.gui.gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.quests.quest-entries
\\i[logs-
]

sc.gui.menu.synopsis-menu.types.landmark
\\c[3]
\\c[0]
\\i[insetArrow]
sc.gui.menu.synopsis-menu.types.lm
sc.gui.menu.synopsis-menu.types.traderUpdate
sc.gui.menu.synopsis-menu.types.trader
\\c[3]
\\c[0]
\\i[insetArrow]
sc.gui.menu.synopsis-menu.types.lm
 - 

sc.gui.menu.synopsis-menu.types.loreUpdated
sc.gui.menu.synopsis-menu.types.lore
\\c[3]
\\c[0]
\\c[3]???\\c[0]
sc.gui.menu.synopsis-menu.types.trophy
 \\c[3]
\\c[0]
sc.gui.menu.synopsis-menu.types.dropCompleted
\\c[3]
\\c[0]

sc.gui.menu.synopsis-menu.types.questTask
\\c[3]
\\c[0]
\\i[insetArrow]
sc.gui.menu.synopsis-menu.types.qtm
sc.gui.menu.synopsis-menu.types.questFinish
\\c[3]
????
\\c[0]
sc.gui.menu.synopsis-menu.types.questStart
\\c[3]
????
\\c[0]
sc.gui.menu.synopsis-menu.log
INFO
sc.gui.menu.help.synopsis.titles.activity
sc.gui.menu.help.synopsis.description.activity
dyn
HIDDEN
DEFAULT
LORE
HIDDEN
sc.gui.menu.synopsis-menu.task
sc.gui.menu.synopsis-menu.notask
INFO
sc.gui.menu.help.synopsis.titles.objective
sc.gui.menu.help.synopsis.description.objective
dyn
HIDDEN
sc.gui.menu.synopsis-menu.notask
DEFAULT
HIDDEN
media/gui/menu.png
sc.gui.menu.synopsis-menu.favquest

INFO
sc.gui.menu.help.synopsis.titles.quest
sc.gui.menu.help.synopsis.description.quest
dyn
HIDDEN
DEFAULT
\\i[quest-fav]
sc.gui.menu.synopsis-menu.noquest
HIDDEN
DEFAULT
HIDDEN
game.feature.menu.gui.synop.synop-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.help-boxes
game.feature.menu.gui.synop.synop-misc
\\i[help]
sc.gui.menu.hotkeys.help
???

trade
botanics
enemies
map
lore
trophies
records
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
HIDDEN
???
sc.gui.menu.synopsis-menu.
???
sc.gui.menu.synopsis-menu.
sc.gui.menu.synopsis-menu.descriptions.
HIDDEN
sc.gui.menu.help-texts.synopsis.title
sc.gui.menu.help-texts.synopsis.pages
Hb
game.feature.menu.gui.quests.quest-misc
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.interact.button-interact
game.feature.interact.button-group
game.feature.menu.gui.quests.quest-entries
ALL
\\i[element-neutral]\\i[element-heat]\\i[element-cold]\\i[element-shock]\\i[element-wave]
ALL_ELEMENTS
\\i[element-heat]\\i[element-cold]\\i[element-shock]\\i[element-wave]
NEUTRAL
\\i[element-neutral]
HEAT
\\i[element-heat]
COLD
\\i[element-cold]
SHOCK
\\i[element-shock]
WAVE
\\i[element-wave]
media/sound/hud/quest-solved.ogg
media/gui/menu.png
default
sc.gui.menu.quests.solved
#008277
default
media/gui/menu.png
default
dialog-solved
elite-darker
media/gui/menu.png
#545454
#8d0000
#545454
DEFAULT
Quest Task [
]: 
data/database.json

media/gui/menu.png
sc.gui.menu.help.quest.titles.type
sc.gui.menu.help.quest.description.type
sc.gui.menu.help.quest.titles.level
sc.gui.menu.help.quest.description.level
sc.gui.menu.help.quest.titles.content
sc.gui.menu.help.quest.description.content
sc.gui.menu.help.quest.titles.location
sc.gui.menu.help.quest.description.location


#545454

 - 
Quest Name: 
data/database.json
Quest Description: 
data/database.json
solved
#008277
Quest End Description: 
data/database.json
elite
default
#8d0000
#545454
default
#545454

sc.gui.menu.quests.noquest

default
DEFAULT
HIDDEN
media/gui/menu.png
dialog-solved
elite-darker
dialog
#8d0000
#545454
DEFAULT
#008277
#8d0000
#545454



elite-darker
dialog



\\i[exp]
????
* 
+

sc.gui.menu.quests.atCurLvl
\\i[credit]????????
\\i[credit]
\\i[cp]????????
\\i[cp]
\\i[cp]
x 
\\i[
item-default
]
?????????????
 x 
elite
default
darker
HIDDEN
\\c[3]
sc.gui.menu.quests.accepted-large
\\c[0]
HIDDEN
HIDDEN
DEFAULT
DEFAULT
SMALLER
DEFAULT
SMALLER
DEFAULT
WAIT
HIDDEN
tutorials.questElite
tutorials.questElite
HIDDEN
HIDDEN
DEFAULT
Something went wrong!
HIDDEN
tmp._questRewardsFinished
tmp._questRewardsFinished
media/gui/menu.png
default
sc.gui.menu.quests.collectSubQuest
sc.gui.menu.quests.collect
sc.gui.menu.quests.accept
sc.gui.menu.quests.decline
game.feature.menu.gui.quests.quest-tab-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.quests.quest-misc
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
game.feature.menu.gui.item.item-sort-menu
media/gui/menu.png
#FF6D00
sc.gui.status-hud.lvl
active
quest
solved
quest-solve
all
quest-all
HIDDEN
sc.gui.menu.help-texts.quests.title-2
\n\n
sc.gui.menu.help-texts.quests.text-2
black
DEFAULT
HIDDEN
auto
questAccepted
auto
name
questLevel
sc.gui.menu.sort.
HIDDEN_EASE
DEFAULT
HIDDEN
DEFAULT

sc.gui.menu.quests.tabs.

\\i[quest-fav]
\\i[quest-elite-solve]
\\i[quest-solve]
\\i[quest-elite]
\\i[quest]
game.feature.npc.gui.npc-display-gui
impact.feature.gui.gui
idle
idle
HIDDEN
DEFAULT
game.feature.menu.gui.quests.quest-details
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.interact.button-interact
game.feature.interact.button-group
game.feature.menu.gui.quests.quest-entries
game.feature.menu.gui.quests.quest-misc
game.feature.npc.gui.npc-display-gui
ALL
\\i[element-neutral]\\i[element-heat]\\i[element-cold]\\i[element-shock]\\i[element-wave]
ALL_ELEMENTS
\\i[element-heat]\\i[element-cold]\\i[element-shock]\\i[element-wave]
NEUTRAL
\\i[element-neutral]
HEAT
\\i[element-heat]
COLD
\\i[element-cold]
SHOCK
\\i[element-shock]
WAVE
\\i[element-wave]
media/gui/menu.png
default
sc.gui.menu.help.quest.titles.content
sc.gui.menu.help.quest.description.content2
DEFAULT
Quest Task [
]: 
data/database.json
DEFAULT
HIDDEN

DEFAULT
HIDDEN
media/gui/menu.png
default
DEFAULT
HIDDEN
HIDDEN
media/gui/menu.png
sc.gui.menu.help.quest.titles.type
sc.gui.menu.help.quest.description.type
sc.gui.menu.help.quest.titles.level
sc.gui.menu.help.quest.description.level
sc.gui.menu.help.quest.titles.location
sc.gui.menu.help.quest.description.location
sc.gui.menu.help.quest.titles.owner
sc.gui.menu.help.quest.description.owner
sc.gui.menu.help.quest.titles.rewards
sc.gui.menu.help.quest.description.rewards


Ice Cream Dealer
sc.gui.menu.quests.atCurLvl
HIDDEN



#545454
#545454
#545454
Rookie Harbor
Marketplace
HIDDEN
\\i[help2]
sc.gui.menu.quests.tasks
DEFAULT
\\i[help2]
sc.gui.menu.quests.fav
HIDDEN
???
???
solved
solved
#008277
elite
elite
default
default
#8d0000
#545454
\\i[exp]????

HIDDEN
\\i[credit]????????

\\i[cp]????????

\\i[exp]
* 
+

DEFAULT

HIDDEN
\\i[credit]

\\i[cp]
\\i[cp]
x 

\\i[
item-default
]
?????????????
 x 
game.feature.menu.gui.quests.quest-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.quests.quest-misc
game.feature.menu.gui.quests.quest-tab-list
game.feature.menu.gui.quests.quest-details
HIDDEN
\\i[help]
sc.gui.menu.hotkeys.help
\\i[help3]
sc.gui.menu.item.sort-title
\\i[help2]
sc.gui.menu.quests.fav
questAccepted
auto
name
questLevel
DEFAULT
sc.gui.menu.help-texts.quests.title
sc.gui.menu.help-texts.quests.pages
sK
Pd
Hb
\\i[help3]
sc.gui.menu.item.sort-title
: 
\\c[3]
\\c[0]
HIDDEN_EASE
DEFAULT
game.feature.menu.gui.tab-box
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
media/gui/menu.png
#FF6D00
Tab Button Creation failed for index: 
No such tab at index: 
HIDDEN
DEFAULT
game.feature.msg.gui.msg-skip-hud
impact.feature.gui.gui
game.feature.gui.base.boxes
game.feature.gui.base.text
\\i[skip-cutscene]
HIDDEN
DEFAULT
game.feature.msg.gui.side-message-hud
impact.feature.gui.gui
game.feature.gui.base.boxes
game.feature.gui.base.text
game.feature.gui.base.slick-box
game.feature.msg.gui.msg-skip-hud
HIDDEN
HIDDEN
DEFAULT
DEFAULT
HIDDEN
DEFAULT
DEFAULT
HIDDEN
UPWARD
UPWARD
media/sound/hud/dialog-beep-2.ogg

HIDDEN
DEFAULT
HIDDEN
DEFAULT
media/gui/message.png
\\i[mousewheel]
\\i[gamepad-l1]\n\\i[gamepad-r1]
\\i[mousewheel]
game.feature.combat.gui.enemy-display-gui
impact.feature.gui.gui
idle
idle
HIDDEN
DEFAULT
boostedMenu
CENTER
_boostedFX
game.feature.menu.gui.enemies.enemy-pages
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.combat.gui.enemy-display-gui
game.feature.menu.gui.menu-misc
game.feature.gui.base.misc
maxhp
atk
def
foc
sc.gui.menu.help.enemy.titles.res
sc.gui.menu.help.enemy.description.res
sc.gui.menu.help.enemy.titles.view
sc.gui.menu.help.enemy.description.view
sc.gui.menu.help.enemy.titles.rewards
sc.gui.menu.help.enemy.description.rewards
HIDDEN
combat
kill
sc.gui.menu.equip.
INFO
sc.gui.menu.equip.
sc.gui.menu.help.enemy.description.

HIDDEN
sc.gui.menu.enemy.species
sc.gui.menu.enemy.trivia
HIDDEN
HIDDEN
HIDDEN
HIDDEN
combat
kill
sc.gui.menu.enemy.unknown
sc.gui.menu.enemy.species
DEFAULT

#C7C7C7

 Report #
data/enemies/

.json
sc.gui.menu.enemy.trivia
sc.gui.menu.enemy.trivia
sc.gui.menu.enemy.noReports
DEFAULT
sc.gui.menu.enemy.killMore
[x]
[y]

DEFAULT
media/gui/menu.png
Location: Bergen Trail
sc.gui.menu.enemy.location
???
DEFAULT
DEFAULT
HIDDEN
HIDDEN
media/gui/menu.png
Flowey
Flowey
HIDDEN
HIDDEN
DEFAULT
HIDDEN
media/gui/menu.png
sc.gui.menu.enemy.drops
sc.gui.menu.enemy.rank
sc.gui.menu.enemy.chance
#CCCCCC
DEFAULT
\\i[
]
items
???????????????
D
HIDDEN
media/gui/menu.png
sc.gui.menu.enemy.special
HIDDEN
HIDDEN
HIDDEN
DEFAULT
HIDDEN
HIDDEN
DEFAULT
DEFAULT
HIDDEN
HIDDEN
HIDDEN
media/gui/menu.png
DEFAULT
HIDDEN
0
media/gui/menu.png
sc.gui.menu.enemy.resistance
DEFAULT
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
#C7C7C7
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
media/gui/menu.png
default
DEFAULT
HIDDEN
HIDDEN
game.feature.menu.gui.social.social-misc
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.item.item-status-default
game.feature.msg.gui.side-message-hud
game.feature.menu.gui.enemies.enemy-pages
media/gui/menu.png
default
sc.gui.menu.social.noMember
HIDDEN
#545454
sc.gui.menu.social.class
sc.gui.menu.social.name
Ultra Lord
Ultra Lord
maxhp
atk
def
foc
sc.gui.menu.social.equipment
#545454
sc.gui.menu.help.social.titles.equip
sc.gui.menu.help.social.description.equip
DEFAULT
HIDDEN
sc.gui.menu.social.classes.
hp
attack
defense
focus
DEFAULT
HIDDEN
HIDDEN
DEFAULT
\\i[
]
\\i[
]-----------------
head
item-helm
leftArm
item-sword
rightArm
item-sword
torso
item-belt
feet
item-shoe
sc.gui.menu.equip.
sc.gui.menu.equip.
sc.gui.menu.equip.descriptions.
blue
SCALE
media/gui/basic.png
media/gui/menu.png
default
sc.gui.menu.social.party
PARTY_MEMBER
HIDDEN
DEFAULT
HIDDEN
default
#FFF
LVL
EXP
HP
SP
DEFAULT
HIDDEN
DEFAULT
Oe
media/gui/menu.png
media/gui/menu.png
media/gui/severed-heads.png
game.feature.menu.gui.quest-hub.quest-hub-misc
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.interact.button-interact
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
game.feature.menu.gui.tab-box
game.feature.menu.gui.social.social-misc
game.feature.interact.button-group
game.feature.menu.gui.quests.quest-entries
media/gui/menu.png
sc.gui.menu.questHub.available
sc.gui.menu.help.hub.titles.available
sc.gui.menu.help.hub.description.available
dyn
dyn
HIDDEN
questHubs
Quest HUB ID not found: 
DEFAULT
HIDDEN
media/gui/menu.png
sc.gui.menu.questHub.completion
sc.gui.menu.help.hub.titles.rate
sc.gui.menu.help.hub.description.rate
dyn
dyn
HIDDEN
questHubs
Quest HUB ID not found: 
DEFAULT
HIDDEN
media/gui/menu.png
media/gui/buttons.png
default
misc.blank
000
LvL
000
sc.gui.menu.questHub.rewards
focus
default
hfocus
hdefault
media/gui/menu.png
default
media/gui/menu.png
default
DEFAULT
HIDDEN
HIDDEN
game.feature.menu.gui.quest-hub.quest-hub-list
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.interact.button-interact
game.feature.menu.gui.quest-hub.quest-hub-misc
open
active
finished
DEFAULT
HIDDEN
auto
auto
name
questLevel
sc.gui.menu.sort.
sc.gui.menu.questHub.tabs.
questHub-

questHubs
Quest HUB ID not found: 
game.feature.menu.gui.quest-hub.quest-hub-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.quest-hub.quest-hub-list
auto
name
questLevel
DEFAULT
sc.gui.menu.help-texts.questHub.title
sc.gui.menu.help-texts.questHub.pages
game.feature.menu.gui.enemies.enemy-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
game.feature.menu.gui.tab-box
enemies
sc.gui.status-hud.lvl
animals
mecha
avatars
abstract
boss
DEFAULT
HIDDEN
auto
auto
name
enemyLevel
area
sc.gui.menu.sort.
sc.gui.menu.enemy.tabs.
enemy-
combat
kill
\\i[enemy-
-boss]
\\i[enemy-
-boss

]

ABSTRACT
animals
mecha
avatars
abstract
game.feature.menu.gui.enemies.enemy-misc
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.enemies.enemy-pages
media/gui/basic.png
media/gui/menu.png
default
-1s
sc.gui.menu.help.enemy.titles.type
sc.gui.menu.help.enemy.description.type
sc.gui.menu.help.enemy.titles.level
sc.gui.menu.help.enemy.description.level


#545454
lvl
\\i[page-right]
\\i[page-left]
HIDDEN
HIDDEN
DEFAULT
HIDDEN
DEFAULT
-1s
HIDDEN
HIDDEN
HIDDEN
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
HIDDEN
DEFAULT
HIDDEN
DEFAULT
DEFAULT
\\i[enemy-
]
enemies
sc.gui.menu.enemy.noEnemy
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
game.feature.menu.gui.enemies.enemy-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.enemies.enemy-list
game.feature.menu.gui.enemies.enemy-misc
auto
name
enemyLevel
area
DEFAULT
sc.gui.menu.help-texts.enemy.title
sc.gui.menu.help-texts.enemy.pages
game.feature.menu.gui.lore.lore-misc
impact.feature.gui.base.box
impact.feature.gui.gui
game.feature.menu.gui.menu-misc
media/gui/basic.png
media/gui/menu.png
default
sc.gui.menu.help.lore.titles.type
sc.gui.menu.help.lore.description.type
sc.gui.menu.help.lore.titles.content
sc.gui.menu.help.lore.description.content

HIDDEN

HIDDEN

default
DEFAULT
HIDDEN
focus
default
\\i[lore-
]
story
HIDDEN
HIDDEN
DEFAULT
sc.gui.menu.lore.aka
DEFAULT
sc.gui.menu.lore.lockedEntry
sc.gui.menu.lore.noLore
#545454
true
Lore: 
, Paragraph: 
data/database.json
game.feature.menu.gui.lore.lore-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
game.feature.menu.gui.tab-box
game.feature.menu.gui.lore.lore-misc
media/gui/menu.png
sc.gui.menu.lore.completion
story
people
cross-lore
earth-lore
DEFAULT
HIDDEN
DEFAULT
HIDDEN
auto
auto
name
unlocked
sc.gui.menu.sort.
sc.gui.menu.lore.tabs.
lore-
\\i[lore-
]
??????????????????
??????????????????
DEFAULT
HIDDEN
game.feature.menu.gui.lore.lore-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.menu-misc
game.feature.control.control
game.feature.menu.gui.lore.lore-list
HIDDEN
HIDDEN
\\i[help]
sc.gui.menu.hotkeys.help
\\i[help3]
sc.gui.menu.item.sort-title
auto
name
unlocked
DEFAULT
sc.gui.menu.help-texts.lore.title
sc.gui.menu.help-texts.lore.pages
Pd
Hb
\\i[help3]
sc.gui.menu.item.sort-title
: 
\\c[3]
\\c[0]
game.feature.menu.gui.status.status-misc
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
#8bb5ff
#ba0000
#0036d0
#a121bc
#00994c
#c7c7c7
NONE
INFO
sc.gui.menu.help.status.titles.page
sc.gui.menu.help.status.description.page
\\i[arrow-left]
\\i[arrow-right]
HIDDEN
#000
DEFAULT
HIDDEN
sc.gui.menu.status.pages
media/gui/status-gui.png
sc.gui.menu.help.status.titles.element
sc.gui.menu.help.status.description.element
\\i[page-left]
\\i[page-right]
HIDDEN
#000
DEFAULT
HIDDEN
media/gui/menu.png
nope.
nope.
HIDDEN
HIDDEN
HIDDEN
HIDDEN
DEFAULT
DEFAULT
HIDDEN
HIDDEN
HIDDEN
game.feature.menu.gui.status.status-view-main
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
head
rightarm
leftarm
torso
feet
HIDDEN
DEFAULT
HIDDEN
head
rightarm
leftarm
torso
feet
media/gui/menu.png
head
sc.gui.menu.equip.
\\i[item-default]Generic Equipment
--------------------
media/gui/menu.png
media/gui/status-gui.png
HP
sc.gui.menu.help.item.titles.hp
sc.gui.menu.help.item.description.hp
SP
sc.gui.menu.help.item.titles.sp
sc.gui.menu.help.item.description.sp
EXP
sc.gui.menu.help.item.titles.exp
sc.gui.menu.help.item.description.exp
maxhp
atk
def
foc
res
res
res
res
HIDDEN
DEFAULT
HIDDEN
sc.gui.menu.equip.
res
heat
cold
shock
wave
INFO
sc.gui.menu.equip.
sc.gui.menu.equip.descriptions.
hp
hp
hp
hp
attack
defense
focus
elemFactor
game.feature.menu.gui.stats.stats-gui-builds
Percent
plot.line
progress
Percent
Percent
Percent
Percent
Percent
Separator
overview
progress
Time
player
Time
player
KeyValue
player
KeyValue
player
KeyValuePercent
player
player
exp
exp
KeyValuePercent
quests
exp
player
exp
KeyValuePercent
player
player
exp
KeyValue
player
exp
KeyValue
player
KeyValue
player
KeyValue
player
KeyValue
player
steps
player
steps
m
0000
.
km
KeyValue
player
KeyValuePercent
player
waterDeath
player
respawns
deaths
KeyValuePercent
player
holeDeath
player
respawns
KeyValuePercent
player
sandDeath
player
respawns
KeyValuePercent
player
coalDeath
player
respawns
KeyValuePercent
player
highwayDeath
player
respawns
KeyValue
player
deaths
Percent
Percent
ANIMALS
enemies
Percent
MECHA
Percent
PLAYERS
Percent
ABSTRACT
Percent
enemies
Separator
overview
Time
combat
time
KeyValue
combat
totalKilled
KeyValue
combat
kills
KeyValue
combat
KeyValue
combat
KeyValue
combat
kills
KeyValue
combat
KeyValue
combat
damageHits
KeyValue
combat
KeyValue
combat
KeyValue
combat
KeyValuePercent
combat
combat
critHits
crits
KeyValuePercent
combat
combat
critHits
Time
combat
crits
KeyValue
combat
KeyValue
player
expEnemies
Separator
throwing
KeyValue
player
KeyValue
player
player
close
Time
combat
aiming
throws
KeyValue
player
KeyValue
player
Percent
player
throwHits
player
throws
Separator
guarding
Time
player
dashTime
KeyValue
player
KeyValue
player
KeyValue
player
Time
combat
guardTime
KeyValue
combat
KeyValuePercent
combat
combat
shieldedHits
shields
KeyValue
combat
shields
KeyValue
combat
Separator
combatArts
Time
combat
charging
KeyValue
combat
KeyValuePercent
combat
combat
specials
specials
KeyValuePercent
combat
combat
specials
KeyValuePercent
combat
combat
specials
KeyValuePercent
combat
combat
specials
Separator
circuits
specials
KeyValue
player
KeyValuePercent
player
player
skills
skills
KeyValuePercent
player
player
skills
KeyValue
player
skills
KeyValue
player
KeyValuePercent
player
player
skillPoints
points
KeyValuePercent
player
player
skillPoints
KeyValuePercent
player
player
skillPoints
KeyValuePercent
player
player
skillPoints
KeyValuePercent
player
player
skillPoints
Separator
elements
points
KeyValue
element
overload
KeyValue
element
used
KeyValue
element
used0
switches
KeyValue
element
used1
player.core.9
KeyValue
element
used2
player.core.10
KeyValue
element
used3
player.core.11
KeyValue
element
used4
player.core.12
Time
switches
NEUTRAL
element
time
Time
element
time1
player.core.9
elements
Time
element
time2
player.core.10
Time
element
time3
player.core.11
Time
element
time4
player.core.12
Percent
Percent
Percent
CONS
items
Percent
EQUIP
Percent
EQUIP
HEAD
equip
Percent
EQUIP
ARM
Percent
EQUIP
TORSO
Percent
EQUIP
FEET
Percent
TRADE
equip
Separator
overview
items
KeyValue
items
KeyValue
items
KeyValue
items
KeyValuePercent
items
items
dropsTotal
drops
KeyValuePercent
items
items
dropsTotal
KeyValue
items
drops
KeyValue
items
Separator
trades
KeyValue
trade
total
KeyValue
trade
got
KeyValue
trade
lost
KeyCurMax
List
KeyCurMax
traders
Percent
Percent
Percent
Percent
Percent
Percent
STORY
lories
Percent
CHARACTERS
Percent
CROSS_LORE
Percent
EARTH_LORE
Separator
overview
lories
KeyValue
KeyValue
exploration
landmarks
KeyValue
exploration
lore
Separator
botanics
KeyValue
player
KeyValue
exploration
dropsTotal
KeyValuePercent
exploration
dropsCompleted
exploration
dropsTotal
drops
Separator
chests
drops
KeyCurMax
List
KeyCurMax
chests
chests
Percent
Separator
overview
KeyValue
quests
solved
KeyValue
quests
tasks
KeyValue
quests
subtasks
KeyValuePercent
quests
subtasksKILL
quests
subtasks
subtasks
KeyValuePercent
quests
subtasksCOLLECT
quests
subtasks
KeyValuePercent
quests
subtasksCONDITION
quests
subtasks
KeyValuePercent
quests
subtasksQUEST
quests
subtasks
KeyValuePercent
quests
subtasksLANDMARK
quests
subtasks
KeyValue
quests
active
subtasks
KeyValue
quests
exp
KeyValue
quests
money
KeyValue
quests
rewards
KeyValue
quests
cp
Separator
questAreas
List
Percent
KeyValue
KeyValue
player
KeyValue
misc
KeyValue
misc
KeyValue
misc
KeyValue
KeyValue
LIST
Logs
game.feature.menu.gui.stats.stats-misc
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.save.save-misc
game.feature.menu.gui.stats.stats-gui-builds
media/gui/menu.png
game.feature.menu.gui.status.status-view-parameters
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.stats.stats-misc
sc.gui.menu.equip.param
sc.gui.menu.equip.base
sc.gui.menu.equip.equip
sc.gui.menu.equip.skills
sc.gui.menu.equip.info
DEFAULT
HIDDEN
maxhp
hp
atk
attack
def
defense
foc
focus
heat
elemFactor
cold
elemFactor
shock
elemFactor
wave
elemFactor
maxhp
atk
def
foc
res
heat
res
cold
res
shock
res
wave
sc.gui.menu.equip.
sc.gui.menu.equip.descriptions.
game.feature.menu.gui.status.status-view-modifiers
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.stats.stats-misc
sc.gui.menu.equip.modifierName
sc.gui.menu.equip.equip
sc.gui.menu.equip.skills
sc.gui.menu.equip.info
DEFAULT
HIDDEN
sc.gui.menu.equip.modifier.
sc.gui.menu.equip.descriptions.
game.feature.menu.gui.status.status-view-combat-arts
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.stats.stats-misc
THROW_SPECIAL
ATTACK_SPECIAL
DASH_SPECIAL
GUARD_SPECIAL
DEFAULT
HIDDEN
media/gui/circuit-icons.png
lvl
\\c[3]
\\c[0]
sp
dmgType
effects
\\c[4]
sc.gui.menu.status.
\\c[0]
sc.gui.menu.status.damageTypes
sc.gui.menu.status.stunTypes
\\i[status-stun-
]
sc.gui.menu.status.conditions
\\i[status-cond-
]
sc.gui.menu.status.inflicts
 
media/gui/menu.png
sc.gui.menu.status.artType.
#C7C7C7
media/gui/menu.png
#545454
game.feature.menu.gui.status.status-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.menu-misc
game.feature.menu.gui.item.item-status-default
game.feature.menu.gui.status.status-misc
game.feature.menu.gui.status.status-view-main
game.feature.menu.gui.status.status-view-parameters
game.feature.menu.gui.status.status-view-modifiers
game.feature.menu.gui.status.status-view-combat-arts
\\i[help]
sc.gui.menu.hotkeys.help
\\i[help2]
sc.gui.menu.hotkeys.equip
\\i[help3]
sc.gui.menu.hotkeys.diff-show

DEFAULT

\\i[help3]
sc.gui.menu.hotkeys.diff-
hide
show
sc.gui.menu.help-texts.status.title
sc.gui.menu.help-texts.status.pages
Xp
fT
Hb
\\i[help3]
sc.gui.menu.hotkeys.diff-
hide
show
HIDDEN
DEFAULT
HIDDEN
game.feature.menu.gui.museum.museum-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.menu-misc
\\i[help]
sc.gui.menu.hotkeys.help

DEFAULT
sc.gui.menu.help-texts.save.title
sc.gui.menu.help-texts.save.pages
Hb
game.feature.menu.gui.stats.stats-types
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.save.save-misc
game.feature.menu.gui.stats.stats-gui-builds
game.feature.menu.gui.stats.stats-misc
game.feature.menu.gui.synop.synop-misc

.
,

$1
$2
media/gui/menu.png

sc.gui.menu.stats.keys
\\c[1]~ 
\\c[0]
sc.gui.menu.stats.keys
\\c[1]~ 
\\c[0]
\\c[3]
\\c[0]
\\c[3]
\\c[0]
function
???????????????


function
???
\\c[3]
\\i[slash-highlight]
\\c[0]
\\i[slash]
\\i[slash]
function
\\i[arrow-percent]
#545454
sc.gui.menu.stats.groups.
#545454
game.feature.menu.gui.stats.stats-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.item.item-list
game.feature.menu.gui.list-boxes
game.feature.menu.gui.tab-box
game.feature.menu.gui.stats.stats-misc
game.feature.menu.gui.stats.stats-gui-builds
game.feature.menu.gui.stats.stats-types
media/gui/menu.png
general
combat
items
exploration
quests
misc
log
HIDDEN
DEFAULT
HIDDEN
sc.gui.menu.stats.tabs.
stats-
List
 inset already exists. (Missing deset?)
 ist not top deset. (missing inset/deset?)
 dest does not exist. (missing inset?)
List
HIDDEN
DEFAULT
game.feature.menu.gui.stats.stats-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.menu-misc
game.feature.menu.gui.stats.stats-list
\\i[help]
sc.gui.menu.hotkeys.help

DEFAULT
sc.gui.menu.help-texts.stats.title
sc.gui.menu.help-texts.stats.pages
Hb
game.feature.menu.gui.trophy.trophy-misc
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.interact.button-interact
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
game.feature.menu.gui.stats.stats-misc
game.feature.interact.button-group

.
,

$1
$2
sc.gui.menu.trophies.totalTrophies
99
sc.gui.menu.trophies.category
99
sc.gui.menu.trophies.section
99
 / 
 / 
 / 
#7E7E7E
media/gui/menu.png
media/gui/menu.png
sc.gui.menu.trophies.points
sc.gui.menu.help.trophy.titles.points
sc.gui.menu.help.trophy.description.points
dyn
dyn
HIDDEN
DEFAULT
HIDDEN
media/gui/menu.png
sc.gui.menu.trophies.completion
sc.gui.menu.help.trophy.titles.rate
sc.gui.menu.help.trophy.description.rate
dyn
dyn
HIDDEN
\\c[3]
sc.gui.menu.trophies.completion
\\c[0]
DEFAULT
HIDDEN
\\i[list-up]
\\i[list-down]
sc.gui.menu.trophies.sectionText
HIDDEN
DEFAULT
HIDDEN
#7E7E7E
#7E7E7E
#7E7E7E
sc.gui.menu.trophies.sections.
.
media/gui/menu.png
media/gui/buttons.png
default

\\c[4]
sc.gui.menu.trophies.questionMarks
\\c[4]

\\c[4]
sc.gui.menu.trophies.questionMarksDesc
\\c[4]
focus
default
hfocus
hdefault
NONE
HIDDEN
DEFAULT
DEFAULT

\\c[
]
\\c[0]
media/gui/basic.png
blue
red
DEFAULT
DEFAULT
HIDDEN
CONDITION
VALUE
VALUE
PERCENT
VALUE_HIDDEN
TIME
VALUE
VALUE_HIDDEN
VALUE_HIDDEN
PERCENT
media/gui/menu.png
default
default
#25b000
#156C00
#25b000
#156C00
#25b000
#156C00
#25b000
#156C00
#25b000
#156C00
#4d4d4d
#25b000
#156C00
media/gui/menu.png
media/gui/feat-icons.png
1
2
3
4
5
game.feature.menu.gui.trophy.trophy-list
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.interact.button-interact
game.feature.menu.gui.tab-box
game.feature.menu.gui.trophy.trophy-misc
GENERAL
COMBAT
EXPLORATION
DEFAULT
HIDDEN
auto
auto
featLock
featName
featPoints
sc.gui.menu.sort.
sc.gui.menu.trophies.tabs.
trophies-


DEFAULT
HIDDEN
game.feature.menu.gui.trophy.trophy-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.menu-misc
game.feature.menu.gui.trophy.trophy-list
\\i[help2]
sc.gui.menu.trophies.toggleStats
auto
featLock
featName
featPoints
DEFAULT
hO
Pd
Hb
sc.gui.menu.help-texts.feat.title
sc.gui.menu.help-texts.feat.pages
game.feature.menu.gui.social.social-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
game.feature.menu.gui.tab-box
game.feature.menu.gui.social.social-misc
sc.gui.status-hud.lvl
sc.gui.menu.social.status
close
contacts
DEFAULT
HIDDEN
auto
status
name
socialLevel
sc.gui.menu.sort.
sc.gui.menu.social.tabs.
social-
game.feature.menu.gui.social.social-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.social.social-list
game.feature.menu.gui.social.social-misc
status
name
socialLevel
invite
contact
contact
DEFAULT

locked
remove
inviteFull
invite
SOCIAL_ACTION
SOCIAL_ACTION
SOCIAL_ACTION
sc.gui.menu.help-texts.social.title
sc.gui.menu.help-texts.social.pages
game.feature.trade.gui.trade-dialog
game.feature.trade.trade-model
impact.base.image
impact.feature.gui.base.basic-gui
impact.feature.gui.gui
game.feature.menu.gui.menu-misc
media/gui/menu.png
media/gui/menu.png
#000
#7E7E7E
#7E7E7E
\\i[
item-default
]
media/gui/menu.png
HIDDEN
sc.gui.trade.fee
sc.gui.trade.rest
sc.gui.trade.credits
HIDDEN
DEFAULT
#000
#7E7E7E
#7E7E7E
media/gui/menu.png
default




HIDDEN



trade

DEFAULT
DEFAULT
HIDDEN
sc.gui.trade.equipInfo
Wat.

HIDDEN
DEFAULT
sc.gui.trade.trade
sc.gui.trade.owned
sc.gui.trade.for
sc.gui.trade.owned
HIDDEN
\\i[help2]
sc.gui.trade.trade
trade
sc.gui.trade.description
sc.gui.trade.offer

\\i[arrow-left]
\\i[arrow-right]
HIDDEN
#000
 
 / 
DEFAULT
HIDDEN
 
 / 
game.feature.menu.gui.trade.trade-misc
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.trade.gui.trade-dialog
game.feature.npc.gui.npc-display-gui
media/gui/menu.png
???
 - 
???
media/gui/menu.png
default
DEFAULT
HIDDEN
HIDDEN
media/gui/menu.png
default
sc.gui.menu.help.trader.titles.info
sc.gui.menu.help.trader.description.info
sc.gui.menu.help.trader.titles.content
sc.gui.menu.help.trader.description.content
sc.gui.menu.help.trader.titles.money
sc.gui.menu.help.trader.description.money
square


#7e7e7e
sc.gui.trade.trade
sc.gui.trade.owned
#7e7e7e
sc.gui.trade.for
sc.gui.trade.owned
#7e7e7e
#7e7e7e
HIDDEN
???
 - 
???
HIDDEN
HIDDEN_SCALE
DEFAULT
HIDDEN_MOVE
HIDDEN_SCALE
HIDDEN
game.feature.menu.gui.trade.trader-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.item.item-list
game.feature.menu.gui.list-boxes
game.feature.menu.gui.tab-box
game.feature.menu.gui.trade.trade-misc
sc.gui.trade.owned
DEFAULT
HIDDEN
auto
auto
trader
sc.gui.menu.sort.
area-
enemy-abstract
#545454




game.feature.menu.gui.trade.trader-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.menu-misc
game.feature.trade.trade-model
game.feature.menu.gui.trade.trader-list
game.feature.menu.gui.trade.trade-misc
auto
trader
DEFAULT

sc.gui.menu.help-texts.traders.title
sc.gui.menu.help-texts.traders.pages
game.feature.menu.gui.botanics.botanics-misc
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
media/gui/menu.png
media/gui/menu.png
media/gui/buttons.png
default
media/gui/buttons.png
default
sc.gui.botanics.infoLocked
sc.gui.botanics.collect
[[x]]

[[y]]

focus
default
focus
default
media/gui/status-gui.png
media/gui/menu.png
default
default
#25b000
#25b000
#25b000
media/gui/menu.png

MISSING LABEL
???
sc.gui.botanics.locText
[[x]]
\\c[3]
\\c[0]
media/gui/menu.png
default
DEFAULT
HIDDEN
HIDDEN
HIDDEN
DEFAULT
default
game.feature.menu.gui.botanics.botanics-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.gui.base.box
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.item.item-list
game.feature.menu.gui.list-boxes
game.feature.menu.gui.tab-box
game.feature.menu.gui.botanics.botanics-misc
sc.gui.menu.help.botanics.titles.info
sc.gui.menu.help.botanics.description.info
sc.gui.botanics.rate
other
other
DEFAULT
HIDDEN
auto
auto
botanics
botanicsName
sc.gui.menu.sort.
other
sc.gui.area.other
area-
enemy-abstract
#545454



game.feature.menu.gui.botanics.botanics-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.menu-misc
game.feature.menu.gui.botanics.botanics-list
game.feature.menu.gui.botanics.botanics-misc
auto
botanics
botanicsName
DEFAULT
sc.gui.menu.help-texts.botanics.title
sc.gui.menu.help-texts.botanics.pages
game.feature.menu.gui.arena.arena-cup-page
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.gui.base.misc
media/gui/menu.png
highscore
KeyValue
highscore
dyn
time
Time
time
dyn
rush
Time
sc.gui.arena.menu.info
sc.gui.arena.menu.difficulty
difficulty
sc.gui.arena.menu.coins
coins
sc.gui.arena.menu.rounds
rounds
\\i[insetArrow]
sc.gui.arena.menu.rush
HIDDEN
sc.gui.arena.menu.
sc.gui.menu.help.arena.titles.
sc.gui.menu.help.arena.description.
dyn
dyn
\\i[slash]
\\i[arena-medal-
]
0\\i[slash]
0\\i[slash]0
\\i[arena-medal-0]
0\\i[slash]0

\\i[diff-
]
\\i[diff-0]
media/gui/menu.png
#000
#FFF
#FFF
game.feature.menu.gui.arena.arena-round-page
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.gui.base.misc
media/gui/menu.png
highscore
KeyValue
highscore
dyn
timeRound
Time
time
dyn
sc.gui.arena.menu.
sc.gui.menu.help.arena.titles.
sc.gui.menu.help.arena.description.
dyn
dyn
game.feature.menu.gui.arena.arena-misc
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.menu-misc
game.feature.menu.gui.arena.arena-cup-page
game.feature.menu.gui.arena.arena-round-page
game.feature.menu.gui.stats.stats-types

.
,

$1
$2
media/gui/basic.png
media/gui/menu.png
default
double
-1s


HIDDEN
DEFAULT
DEFAULT
-1s
HIDDEN
HIDDEN
DEFAULT
-1s
sc.gui.arena.menu.noCup
sc.gui.arena.menu.rush
sc.gui.arena.menu.noRound
\\i[arena-
]
media/gui/menu.png
#FFF
media/gui/menu.png

media/gui/menu.png
default
#545454
default
media/gui/menu.png
sc.gui.arena.menu.totalPoints
sc.gui.menu.help.arena.titles.points
sc.gui.menu.help.arena.description.points
dyn
dyn
last
HIDDEN
DEFAULT
HIDDEN
media/gui/arena-gui.png
game.feature.menu.gui.arena.arena-list
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.text
game.feature.menu.gui.menu-misc
game.feature.menu.gui.list-boxes
game.feature.menu.gui.tab-box
game.feature.menu.gui.arena.arena-misc

sc.gui.arena.menu.medal
tab
cup
DEFAULT
HIDDEN
IfYouReadThisYouAreStupidHiHi
\\i[arena-bolt-left]\\c[0]
sc.gui.arena.menu.rush
\\c[0]\\i[arena-bolt-right]
sc.gui.arena.menu.roundUnlockCond
sc.gui.arena.menu.trophy
solo
team
DEFAULT
HIDDEN
auto
auto
sc.gui.menu.sort.
sc.gui.arena.menu.tabs.
arena-
game.feature.menu.gui.arena.arena-menu
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.menu.gui.base-menu
game.feature.menu.gui.menu-misc
game.feature.menu.gui.arena.arena-list
game.feature.menu.gui.menu-misc
HIDDEN
auto
DEFAULT
Pd
Hb
HIDDEN
-1s
DEFAULT
sc.gui.menu.help-texts.feat.title
sc.gui.menu.help-texts.feat.pages
game.feature.menu.menu-model
impact.base.game
impact.feature.interact.button-interact
impact.feature.storage.storage
game.feature.model.base-model
game.feature.menu.area-loadable
game.feature.menu.gui.start-menu
game.feature.menu.gui.equip.equip-menu
game.feature.menu.gui.circuit.circuit-menu
game.feature.menu.gui.item.item-menu
game.feature.menu.gui.map.map-menu
game.feature.menu.gui.save.save-menu
game.feature.menu.gui.options.options-menu
game.feature.menu.gui.shop.shop-menu
game.feature.menu.gui.synop.synop-menu
game.feature.menu.gui.quests.quest-menu
game.feature.menu.gui.quest-hub.quest-hub-menu
game.feature.menu.gui.enemies.enemy-menu
game.feature.menu.gui.lore.lore-menu
game.feature.menu.gui.status.status-menu
game.feature.menu.gui.help.help-menu
game.feature.menu.gui.museum.museum-menu
game.feature.menu.gui.stats.stats-menu
game.feature.menu.gui.trophy.trophy-menu
game.feature.menu.gui.social.social-menu
game.feature.menu.gui.trade.trader-menu
game.feature.menu.gui.botanics.botanics-menu
game.feature.menu.gui.arena.arena-menu
game.feature.menu.map-model

.
,

$1
$2
0000
start
items
skills
equipment
status
synopsis
map
save
load
options
shop
quests
lore
enemy
social
trophy
stats
museum
trade
botanics
questHub
arena
cons
CONS
equip-arm
EQUIP
ARM
equip-head
EQUIP
HEAD
equip-torso
EQUIP
TORSO
equip-feet
EQUIP
FEET
trade
TRADE
SINGLE
MULTI
MenuModel
shops
ShopList
Shops
drops
DropsList
Drops
leawords
StringArray
Lea Words
drops
leawords
drops
VarDropEditor
misc
VarMiscEditor
drops
totalProgress
misc
time
It's High Noon
:
words
lea.words.

localNum

localNumTempVar
tmp.

formatTimeVar
tmp.
:
.
Autumn-Ground-1

exploration
dropFound-
exploration
dropsTotal
exploration
dropsCompleted
exploration
dropsCompletionRate
DROP
other
exploration
dropFound-
???
???
player
logs
DROP
exploration
dropFound-
ENTITY
ItemDestruct
exploration
dropsTotal
exploration
dropsCompleted
exploration
dropsCompletionRate


MENU_LEAVE
player
saves
dsa
NEW
sc.gui.menu.menu-titles.
level-letter-display
level-letter-display
game.feature.model.game-model
impact.base.game
impact.feature.bgm.bgm
game.feature.model.base-model
game.feature.player.player-model
game.feature.msg.message-model
game.feature.menu.menu-model
game.feature.model.options-model
D
C
B
A
S
Lea
NONE
GameModel
sc.gui.combat-msg.rank-up
 
Combat Rannk of Label '
' does not exist
assist-damage
assist-attack-frequency
assist-puzzle-speed
Nna
combat
started
combat
streakTime
combat
lowHealthWins
rankBattle
rankBattle
FAST_OUT
battle
FAST_OUT
SLOW
NONE
combat
time
skip-confirm
sc.gui.dialogs.skipConfirm
IMMEDIATELY
IMMEDIATELY
quick-element
hK
highscore-obs
SAVE
NONE
highscore-obs
game.feature.inventory.detectors
impact.base.game
game.feature.model.game-model
impact.feature.effect.effect-sheet
documentation
laserpickaxe
dynamite
cold-dng
cold-dng
sc.gui.detector.mine-equip
sc.gui.detector.chest
puzzle
Detectors
[[x]]
detector
game.feature.inventory.plug-in
game.feature.inventory.inventory
game.feature.inventory.detectors
game.feature.inventory.editors.item-editors
game.feature.ar.gui.ar-box
impact.feature.gui.gui
#166c70
#6e0000
media/gui/map-ar.png
HIDDEN
DEFAULT
DEFAULT
white
black
white
HIDDEN
Tp
DEFAULT
HIDDEN
DEFAULT
game.feature.ar.ar-steps
impact.base.action
impact.base.event
game.feature.ar.gui.ar-box
Entity
Entity to show AR Message on
LangLabel
AR Text to display
NumberExpression
Time in seconds the message should be visible. 0 = forever
String
Mode of AR display.
String
Color of AR display.
Boolean
If defined: don't show offscreen-msg
String
If provided: Show AR display to sub part of entity
Entity
Entity to show AR Message on
LangLabel
AR Text to display
NumberExpression
Time in seconds the message should be visible. 0 = forever
String
Mode of AR display.
String
Color of AR display.
Boolean
If true, keep Message even after action is finished or canceled
Boolean
If defined: don't show offscreen-msg
String
If provided: Show AR display to sub part of entity
TrackerRef
If defined: bind time value of AR message to enemy tracker
game.feature.ar.plug-in
game.feature.ar.gui.ar-box
game.feature.ar.ar-steps
game.feature.npc.entities.sc-actor
impact.base.actor-entity
impact.feature.effect.effect-sheet
default
default
media/sound/move/jump.ogg
media/sound/move/land.ogg
media/sound/move/step-2.ogg
media/sound/move/step-1.ogg
default
media/sound/move/jump.ogg
media/sound/move/cardboard-land.ogg
media/sound/move/cardboard-step-2.ogg
media/sound/move/cardboard-step-1.ogg
default
media/sound/move/jump.ogg
media/sound/move/grass-land.ogg
media/sound/move/earth-step-1.ogg
media/sound/move/earth-step-2.ogg
dust
default
media/sound/move/jump.ogg
media/sound/move/grass-land.ogg
media/sound/move/grass-step-2.ogg
media/sound/move/grass-step-1.ogg
default
media/sound/move/jump.ogg
media/sound/move/wooden-land.ogg
media/sound/move/wooden-step-2.ogg
media/sound/move/wooden-step-1.ogg
default
media/sound/move/jump.ogg
media/sound/move/stone-land.ogg
media/sound/move/stone-step-2.ogg
media/sound/move/stone-step-1.ogg
default
media/sound/move/jump.ogg
media/sound/move/metal-solid-land.ogg
media/sound/move/metal-solid-step-2.ogg
media/sound/move/metal-solid-step-1.ogg
default
media/sound/move/jump.ogg
media/sound/move/pipe-land.ogg
media/sound/move/pipe-step-1.ogg
media/sound/move/pipe-step-2.ogg
default
media/sound/move/jump.ogg
media/sound/move/snow-land.ogg
media/sound/move/snow-step-1.ogg
media/sound/move/snow-step-2.ogg
default
media/sound/move/jump.ogg
media/sound/move/ice-land.ogg
media/sound/move/ice-step-1.ogg
media/sound/move/ice-step-2.ogg
default
media/sound/move/jump.ogg
media/sound/move/snow-land.ogg
media/sound/move/snow-step-1.ogg
media/sound/move/snow-step-2.ogg
dust
default
media/sound/move/jump.ogg
media/sound/move/snow-land.ogg
media/sound/move/snow-step-1.ogg
media/sound/move/snow-step-2.ogg
default
media/sound/move/jump.ogg
media/sound/move/ice-land.ogg
media/sound/move/ice-step-1.ogg
media/sound/move/ice-step-2.ogg
water
default
media/sound/move/jump.ogg
media/sound/move/laser-land.ogg
media/sound/move/laser-step-1.ogg
media/sound/move/laser-step-2.ogg
laser
media/sound/move/jump.ogg
media/sound/move/land.ogg
media/sound/boss/crab/robot-jump.ogg
media/sound/boss/crab/robot-land.ogg
media/sound/boss/crab/robot-jump.ogg
media/sound/boss/drill-boss/drill-boss-walk-2.ogg
media/sound/battle/blubb.ogg
media/sound/battle/blubb-3.ogg
default
stepFx
step
step
medium
jump
giantHole
giant
large
medium
land
default
game.feature.base.action-steps
impact.base.action
impact.base.actor-entity
game.feature.npc.entities.sc-actor
String
New Soundtype


String
The map.
String
The stat.
String
Type of modification
Number
Number
<i style='color: orange'>SET STAT MAP</i>: 
.
set
add
sub
Entity
Entity to focus camera on
Number
Distance to target
Number
Duration of rotating movement
Boolean
If true, rotate counterclockwise
Number
Seconds for one full rotation. If not defined used current speed to determine rotation speed
Number
Speed with which projectile adjust distance to target (pixel per seconds)
Number
If defined: Interpolate to this z Distance (with same speed as dist interpolation)
VarCondition
If defined: continue spinning until condition evaluates to true. Duration is minimum wait
Boolean
If true: keep rotating until rotate velocity roughly matches direction to target
game.feature.base.event-steps
impact.base.utils
impact.base.event
impact.base.action
Color
Color of overlay
Boolean
Apply color in lighter mode
Number
Color fade in time in seconds
Number
Color fade out time in seconds
Entity
Marker to place entity at
Number
Amount to add
<b>ADD MONEY: </b> <em>
</em>
Number
Amount to remove
<b>REMOVE MONEY: </b> <em>
</em>
Entity
the entity to spawn the drop from
Item
The item to spawn.
Number
Amount of the given item. 0 = 1.
<b>DROP ITEM: </b> 
Entity
 <em>
Item
</em> x
Item
The item to spawn.
NumberExpression
Amount of the given item. 0 = 1.
Boolean
True if the side gui should hide the obtained item
<b>GIVE ITEM: </b> <em>
Item
</em> x
  <i>+ Skip Display</i>

Item
The item to spawn.
NumberExpression
Amount of the given item. 0 = 1.
Boolean
If true, unequip the item, if it is equipped
<b>REMOVE ITEM: </b> <em>
Item
</em> x
 [UNEQUIP]

VarName
Variable to store stat
Entity
Entity of which to fetch stat
String
Type of Stat
SET_VAR_ENTITY_STAT: Variable Name is not a String!
game.feature.base.plug-in
game.feature.base.action-steps
game.feature.base.event-steps
game.feature.bgm.playlist
impact.feature.bgm.bgm
media/bgm/muCargohold.mp3
media/bgm/muCargohold-i.mp3
media/bgm/muAwakened.mp3
short
media/bgm/short.mp3
tutorial-battle
media/bgm/muBattle1.mp3
media/bgm/muBattle1-i.mp3
media/bgm/muChallenge1.mp3
media/bgm/muChallenge1-i.mp3
media/bgm/muTitle.mp3
cargoship-exterior
media/bgm/muSolar.mp3
media/bgm/lolfanfare.mp3
media/sound/hud/landmark-discovery.mp3
ability-got
media/bgm/ability-got.mp3
media/bgm/muCrossworlds.mp3
media/bgm/muAvatar.mp3
media/bgm/muAvatar-i.mp3
media/bgm/muChallenge2.mp3
media/bgm/muChallenge2-i.mp3
puzzle-pg
media/bgm/puzzle-bgm.mp3
media/bgm/muBossbattle.mp3
media/bgm/muBossbattle-i.mp3
media/bgm/muEscape.mp3
media/bgm/muEscape-i.mp3
media/bgm/muCrosscounter.mp3
media/bgm/muCrosscounter-i.mp3
media/bgm/muMysterious.mp3
media/bgm/muFiercebattle.mp3
media/bgm/muFiercebattle-i.mp3
media/bgm/muDistantfuture.mp3
media/bgm/muAutumnsrise.mp3
media/bgm/muBattle2.mp3
media/bgm/muRhombusdungeon.mp3
media/bgm/muRookie.mp3
media/bgm/muFirstscholars.mp3
media/bgm/muBergentrail.mp3
media/bgm/muBergentrail-i.mp3
media/bgm/muNewcomer.mp3
media/bgm/muApollo.mp3
media/bgm/muApollo-i.mp3
media/bgm/muTemplemine.mp3
media/bgm/muBergenvillage.mp3
media/bgm/muMaroonvalley.mp3
media/bgm/muBakiikum.mp3
media/bgm/muTemplevalley.mp3
media/bgm/muTemplethunder.mp3
media/bgm/muTemplelake.mp3
media/bgm/muTempletree.mp3
media/bgm/muGarden.mp3
media/bgm/muValse.mp3
media/bgm/muValse-i.mp3
media/bgm/muBasinkeep.mp3
media/bgm/muTravel.mp3
media/bgm/muBriefing.mp3
media/bgm/muImprovising.mp3
media/bgm/muLea.mp3
dreamsequence-intro
media/bgm/muDream1.mp3
media/bgm/muDream3.mp3
media/bgm/muDream2.mp3
media/bgm/muShock.mp3
media/bgm/muShock-i.mp3
media/bgm/muRaid.mp3
media/bgm/muRaid-i.mp3
media/bgm/muSapphireridge.mp3
media/bgm/muSapphireridge-i.mp3
media/bgm/muBlueavatar.mp3
media/bgm/muBlueavatar-i.mp3
media/bgm/muImprisoned.mp3
media/bgm/muVermillion.mp3
media/bgm/muBattle3.mp3
media/bgm/muBattle3-i.mp3
media/bgm/muConfrontation.mp3
media/bgm/muConfrontation-i.mp3
media/bgm/muVermillionDungeon.mp3
media/bgm/muVermillionDungeon2.mp3
media/bgm/muVermillionDungeon2-i.mp3
media/bgm/muEscape2.mp3
media/bgm/muEscape2-i.mp3
media/bgm/muPastevents.mp3
media/bgm/muImprovising.mp3
media/bgm/muInfiltration.mp3
media/bgm/muSadtheme.mp3
media/bgm/muOldhideout.mp3
media/bgm/muTrueintention.mp3
media/bgm/muTrueintention-i.mp3
media/bgm/muRhombussquare.mp3
media/bgm/muRhombussquare-i.mp3
media/bgm/muAutumnsfall.mp3
media/bgm/muExponential.mp3
media/bgm/muExponential-i.mp3
media/bgm/muExponentialpart2.mp3
media/bgm/muExponentialpart2-i.mp3
media/bgm/muVermillionDungeon3.mp3
media/bgm/muShizuka.mp3
media/bgm/muShizuka-i.mp3
media/bgm/muUltimate.mp3
media/bgm/muUltimate-i.mp3
media/bgm/muEnding.mp3
media/bgm/muLea.mp3
intro
tutorial-battle
tutorial-battle
tutorial
tutorial-battle
tutorial
tutorial-battle
cargoship-exterior
tutorial-battle
rhombusDungeon
tutorial-battle
oldHideout1
oldHideoutBattle
oldHideout2
oldHideoutBattle
forestField
tutorial-battle
fieldBattle
autumnsRise
tutorial-battle
fieldBattle
autumnsFall
tutorial-battle
fieldBattle
rookieHarbor
tutorial-battle
fieldBattle
firstScholars
tutorial-battle
fieldBattle
bergenTrail
tutorial-battle
fieldBattle
bergenVillage
tutorial-battle
fieldBattle
heatArea
tutorial-battle
fieldBattle
rhombusSquare
tutorial-battle
fieldBattle
rhombusSquare2
tutorial-battle
fieldBattle
intro
tutorial-battle
fieldBattle
coldDungeon
tutorial-battle
fieldBattle
heatVillage
tutorial-battle
fieldBattle
tutorial-battle
fieldBattle
tutorial-battle
fieldBattle
heatDungeon
tutorial-battle
fieldBattle
jungle
tutorial-battle
fieldBattle
basinKeep
tutorial-battle
fieldBattle
shockDungeon
tutorial-battle
fieldBattle
waveDungeon
tutorial-battle
fieldBattle
treeDungeon
tutorial-battle
fieldBattle
aridField
aridBattle
evoDungeon1
aridBattle
lastDungeon
aridBattle
game.feature.bgm.volume-map
impact.base.sound
media/sound/menu/menu-cancel.ogg
media/sound/move/jump.ogg
media/sound/misc/scifi-effect-1.ogg
media/sound/battle/ball-kill.ogg
media/sound/puzzle/door-open.ogg
game.feature.bgm.plug-in
game.feature.bgm.playlist
game.feature.bgm.volume-map
Number
Volume modifier for BGM
game.feature.character.abstract-face
torso
head
sensei.png
torso
head
oldman.png
torso
head
henry.png
torso
head
torsoH
headH
albinoshad.png
torso
head
npc-portrait.png
npc-portrait.png
straight
norm
straight
glass
npc-portrait.png
npc-portrait.png
npc-portrait.png
npc-portrait.png
npc-portrait.png
npc-portrait.png
npc-portrait-2.png
npc-portrait-2.png
npc-portrait-2.png
npc-portrait-2.png
npc-portrait.png
npc-portrait.png
npc-portrait.png
npc-portrait.png
npc-portrait.png
npc-portrait.png
npc-portrait.png
npc-portrait.png
npc-portrait-2.png
npc-portrait-2.png
npc-portrait-2.png
npc-portrait-2.png
guards-portrait.png
guards-portrait.png
guards-portrait.png
npc-portrait-2.png
npc-portrait.png
npc-portrait-2.png
npc-portrait-2.png
npc-portrait-2.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
avatars-new.png
shad-portrait.png
shad-portrait.png
game.feature.character.character
game.feature.character.abstract-face
Character
data/characters/
.json
media/face/
media/face/
CHAR_EXPRESSION
|
game.feature.character.char-templates
impact.base.loader
NPCBasic
name
default
gender
default
MULTI_DIR_ANIMATION
img
width
default
height
default
x
y
sitX
img
sitX
sitY
sit2X
img
sit2X
sit2Y
Y_FLAT
move
idle
walk
sitX
sit
sit
sit2X
sit2
sit2
idle
walk
sitX
sit
sit2X
sit2
normal
sitX
sit
sitX
sit
sit2X
sit2
sit2X
sit2
face
NPCAvatarSimple
name
default
realname
default
gender
default
MULTI_DIR_ANIMATION
img
x
y
img
offlineX
offlineY
runSrc
runSrc
runX
runY
sitX
img
sitX
sitY
Y_FLAT
move
idle
walk
offline
offline
runSrc
run
run
jump
fall
sitX
sit
sit
move
ground
idle
walk
runSrc
run
runSrc
jump
runSrc
fall
ground
sitX
sit
offline
normal
runSrc
ground
ground
sitX
sit
sitX
sit
offline
face
game.feature.character.plug-in
game.feature.character.character
game.feature.character.char-templates
game.feature.combat.combat
impact.base.game
impact.feature.effect.effect-sheet
impact.feature.database.database
impact.feature.navigation.navigation
game.feature.model.game-model
neutral
heat
cold
shock
wave
media/sound/battle/airon/ball-hit-light1.ogg
hitLight
media/sound/battle/airon/ball-hit-light2.ogg
hitLight
media/sound/battle/airon/ball-hit-light3.ogg
hitLight
media/sound/battle/airon/ball-hit-light4.ogg
hitLight
media/sound/battle/airon/ball-hit-medium1.ogg
hitMedium
media/sound/battle/airon/ball-hit-medium2.ogg
hitMedium
media/sound/battle/airon/ball-hit-medium3.ogg
hitMedium
media/sound/battle/airon/ball-hit-medium4.ogg
hitMedium
media/sound/battle/airon/ball-hit-hard1.ogg
hitHeavy
media/sound/battle/airon/ball-hit-hard2.ogg
hitHeavy
media/sound/battle/airon/ball-hit-hard3.ogg
hitHeavy
media/sound/battle/airon/ball-hit-hard4.ogg
hitHeavy
media/sound/battle/airon/ball-hit-hard3.ogg
hitMassive
media/sound/battle/airon/ball-hit-hard4.ogg
hitMassive
media/sound/battle/airon/fire-hit-light1.ogg
hitLight
media/sound/battle/airon/fire-hit-light2.ogg
hitLight
media/sound/battle/airon/fire-hit-light3.ogg
hitLight
media/sound/battle/airon/fire-hit-light4.ogg
hitLight
media/sound/battle/airon/fire-hit-medium1.ogg
hitMedium
media/sound/battle/airon/fire-hit-medium2.ogg
hitMedium
media/sound/battle/airon/fire-hit-medium3.ogg
hitMedium
media/sound/battle/airon/fire-hit-medium4.ogg
hitMedium
media/sound/battle/airon/fire-hit-hard1.ogg
hitHeavy
media/sound/battle/airon/fire-hit-hard2.ogg
hitHeavy
media/sound/battle/airon/fire-hit-hard3.ogg
hitHeavy
media/sound/battle/airon/fire-hit-hard4.ogg
hitHeavy
media/sound/battle/airon/fire-hit-hard3.ogg
hitMassive
media/sound/battle/airon/fire-hit-hard4.ogg
hitMassive
media/sound/battle/airon/cold/ball-hit-cold-light1.ogg
hitLight
media/sound/battle/airon/cold/ball-hit-cold-light2.ogg
hitLight
media/sound/battle/airon/cold/ball-hit-cold-light3.ogg
hitLight
media/sound/battle/airon/cold/ball-hit-cold-light4.ogg
hitLight
media/sound/battle/airon/cold/ball-hit-cold-medium1.ogg
hitMedium
media/sound/battle/airon/cold/ball-hit-cold-medium2.ogg
hitMedium
media/sound/battle/airon/cold/ball-hit-cold-medium3.ogg
hitMedium
media/sound/battle/airon/cold/ball-hit-cold-medium4.oggg
hitMedium
media/sound/battle/airon/cold/ball-hit-cold-hard1.ogg
hitHeavy
media/sound/battle/airon/cold/ball-hit-cold-hard2.ogg
hitHeavy
media/sound/battle/airon/cold/ball-hit-cold-hard3.ogg
hitHeavy
media/sound/battle/airon/cold/ball-hit-cold-hard4.ogg
hitHeavy
media/sound/battle/airon/cold/ball-hit-cold-hard3.ogg
hitMassive
media/sound/battle/airon/cold/ball-hit-cold-hard4.ogg
hitMassive
media/sound/battle/airon/shock/hit-shock-light1.ogg
hitLight
media/sound/battle/airon/shock/hit-shock-light2.ogg
hitLight
media/sound/battle/airon/shock/hit-shock-light3.ogg
hitLight
media/sound/battle/airon/shock/hit-shock-light4.ogg
hitLight
media/sound/battle/airon/shock/hit-shock-medium1.ogg
hitMedium
media/sound/battle/airon/shock/hit-shock-medium2.ogg
hitMedium
media/sound/battle/airon/shock/hit-shock-medium3.ogg
hitMedium
media/sound/battle/airon/shock/hit-shock-medium4.oggg
hitMedium
media/sound/battle/airon/shock/hit-shock-hard1.ogg
hitHeavy
media/sound/battle/airon/shock/hit-shock-hard2.ogg
hitHeavy
media/sound/battle/airon/shock/hit-shock-hard3.ogg
hitHeavy
media/sound/battle/airon/shock/hit-shock-hard4.ogg
hitHeavy
media/sound/battle/airon/shock/hit-shock-hard3.ogg
hitMassive
media/sound/battle/airon/shock/hit-shock-hard4.ogg
hitMassive
media/sound/battle/airon/wave/hit-wave-light1.ogg
hitLight
media/sound/battle/airon/wave/hit-wave-light2.ogg
hitLight
media/sound/battle/airon/wave/hit-wave-light3.ogg
hitLight
media/sound/battle/airon/wave/hit-wave-light4.ogg
hitLight
media/sound/battle/airon/wave/hit-wave-medium1.ogg
hitMedium
media/sound/battle/airon/wave/hit-wave-medium2.ogg
hitMedium
media/sound/battle/airon/wave/hit-wave-medium3.ogg
hitMedium
media/sound/battle/airon/wave/hit-wave-medium4.oggg
hitMedium
media/sound/battle/airon/wave/hit-wave-hard1.ogg
hitHeavy
media/sound/battle/airon/wave/hit-wave-hard2.ogg
hitHeavy
media/sound/battle/airon/wave/hit-wave-hard3.ogg
hitHeavy
media/sound/battle/airon/wave/hit-wave-hard4.ogg
hitHeavy
media/sound/battle/airon/wave/hit-wave-hard3.ogg
hitMassive
media/sound/battle/airon/wave/hit-wave-hard4.ogg
hitMassive
media/sound/battle/ball-kill.ogg
media/sound/battle/hit-block.ogg
media/sound/battle/hit-counter-echo.ogg
media/sound/battle/blubb-4.ogg
media/sound/battle/airon/hit-metal-light-2.ogg
hitMatLight
media/sound/battle/airon/hit-metal-light-3.ogg
hitMatLight
media/sound/battle/airon/hit-metal-medium-1.ogg
hitMatMedium
media/sound/battle/airon/hit-metal-medium-2.ogg
hitMatMedium
media/sound/battle/airon/hit-metal-medium-3.ogg
hitMatMedium
media/sound/battle/airon/hit-metal-medium-4.ogg
hitMatMedium
media/sound/battle/airon/hit-organic-1.ogg
hitMatLight
media/sound/battle/airon/hit-organic-2.ogg
hitMatLight
media/sound/battle/airon/hit-organic-3.ogg
hitMatLight
media/sound/battle/airon/hit-organic-deep-1.ogg
hitMatMedium
media/sound/battle/airon/hit-organic-deep-2.ogg
hitMatMedium
media/sound/battle/airon/hit-organic-deep-3.ogg
hitMatMedium
sc.gui.combat-msg.break
NONE
NONE
sc.gui.combat-msg.break
LIGHT
sc.gui.combat-msg.break
LIGHT
sc.gui.combat-msg.break
LIGHT
sc.gui.combat-msg.break
LIGHT
sc.gui.combat-msg.break
LIGHT
sc.gui.combat-msg.guard-counter
LIGHT
sc.gui.combat-msg.guard-break
LIGHT
LIGHT
sc.gui.combat-msg.once-more
LIGHT
\\i[stun-cancel]
sc.gui.combat.stun
default-hit
guard
combat
combatant
throw
combat.mode
drops
Combat
enemies
EnemyEnumEditor
Enemies
enemies
combat
VarCombatEditor
combat
kill
speed
combat
kill
combat
kill
combat
kill
combat
kill
combat
kill
combat
kill
combat
kill
combat
kill
Tried to add same combatant as active twice!
boosted
CENTER
_boostedFX
_boostedFX
BEHAVIOUR
BEHAVIOUR
TARGET
\\c[1]ERROR\\c[0]
ANIMALS
combat
kill
combat
kill
\\c[1]ERROR\\c[0]
\\c[1]ERROR\\c[0]
s5
stats.deaths
stats.deaths
ADD_SLOW_MOTION
levelUp
SET_CAMERA_TARGET
EASE_OUT
SET_CAMERA_BETWEEN
EASE_OUT
SET_ZOOM_BLUR
MEDIUM
WAIT
CLEAR_SLOW_MOTION
levelUp
UNDO_CAMERA
EASE_IN_OUT
ENEMY_ATTACKS
combat
.
.
name
activeCnt
active
enemiesFound
enemyReportsFound
Unsupported var access path: 
BATTLE_OVER
combat
streakKilled
COOLDOWN_START
ya
assist-damage
assist-attack-frequency
combat
totalKilled
combat
kill
combat
kill
combat
aiGroupKill
combat
boostedKills
ENEMY_DEFEATED
CombatantMarble
combat
enemyCompletionRate
combat
enemyReportsCompletionRate
_freq
_freq
_freq

none
light
medium
heavy
massive
massive

Heat
Cold
Shock
Wave
critical
perfectGuard
CENTER
healing
chargeLevel
Charged
modeChange
modeChange
Aura
combat.mode/
modeAura
modeAura
modeAura
Dash
modeDash
modeDash
combat
kill
combat
aiGroupKill
game.feature.combat.pvp
impact.base.game
PvP
pvp
VarPvpEditor
PVP_FINAL_KO
PVP_KO
pvp
flawlessWin-
pvp
active
brake
finished
round
lastWinPlayer
playerPoints
enemyPoints
Unsupported var access path: 
game.feature.combat.combat-shield
game.feature.combat.model.combat-params
CENTER
Number
Basic effectiveness of shield. 0.1 = reduces damage to 10%.
ElementDef
Effectiveness per element
String
Strength of shield. Determines what is blocked
String
Up to which attackType attacks are resisted by default
String
If shield is effective, what is the new hit stable for the entity?
Number
Duration of shield if -1: will last forever
Number
Range of shield per circularAngle. 0.5 = 50% circular angle protected
Boolean
If true: shield is around back of entity, not front
Effect
Effect to be shown while shield is active
Offset
Offset to effects spanning (CENTER) by default
Boolean
If true: entirely neutralize damage effect, even knockback + no damage + special sound
Number
Basic effectiveness of shield. 0.1 = reduces damage to 10%.
ElementDef
Effectiveness per element
String
Strength of shield. Determines what is blocked
String
Up to which attackType attacks are resisted by default
String
If shield is effective, what is the new hit stable for the entity?
Number
Duration of shield if -1: will last forever
Array
An array of part names that are protected
String
Boolean
If true: Protect all parts that are NOT in the part list
Effect
Effect to be shown while shield is active
Number
Basic effectiveness of shield. Is MULTIPLIED with calculated def effectiveness. 1.0 = normal shield defense
ElementDef
Effectiveness per element
String
Strength of shield. Determines what is blocked
String
Up to which attackType attacks are resisted by default
String
If shield is effective, what is the new hit stable for the entity?
Number
Duration of shield if -1: will last forever
Number
Range of shield per circularAngle. 0.5 = 50% circular angle protected
Boolean
If true: shield is around back of entity, not front
Boolean
If true, don't apply shield damage when effective (no guard break)
Effect
Effect to be shown while shield is active. Won't show default effect when active.
Boolean
If true: Hide default shield graphics
GUARD_STRENGTH
defense
attack
game.feature.combat.combat-force
impact.base.entity
qb
tG
red
EAST
WEST
SOUTH
NORTH
repeat
AWAY
EAST
WEST
SOUTH
NORTH
gridIndex
gridIndex
Result
game.feature.combat.combat-stun
Number
Time how long fall should be blocked
Number
Distance to be pulled to
Number
Speed with which victim will be pulled toward attacker
Number
How long victim will be pulled toward attacker. 0=until stun over
Number
Acceleration with which victom will be pulled to same z height
Number
Z Offset to attacker position to which victim will be pulled
Number
How long victim will be pulled toward attacker. 0=until stun over
Number
Maximum Speed for Z movement. Default is 300
Number
Value to set z velocity to.
Number
Value to set Z bounciness to
game.feature.combat.combat-assault
game.feature.combat.model.combat-params
game.feature.combat.entities.ball
BALL
ball-assault
default
media/entity/balls/default.png
lighter
NONE
LIGHT
HEAT

MELEE_DMG
NO_PUZZLE
ASSAULT
game.feature.combat.combat-poi
game.feature.combat.model.combat-params
StringExpression
Name of entity to be searched
StringExpression
String included within name.
Array
Types of enemy supported
EnemySearch
CombatConditions
Combat condition to further filter enemies
String
How to handle self enemy
Boolean
If true, consider all enemies, not just active ones.
game.feature.combat.combat-charge
game.feature.combat.model.combat-params
game.feature.combat.entities.ball
media/sound/battle/charge-01-short.mp3
media/sound/battle/charge-02-short.mp3
media/sound/battle/charge-03-short.mp3
media/sound/battle/charge-04.mp3
FAST
NORMAL
game.feature.combat.combat-sweep
impact.feature.effect.effect-sheet
sweeps
default
heat
cold
shock
wave
MEDIUM
MELEE_DMG
special-neutral
finisherNeutral
finisherHeat
finisherCold
finisherShock
finisherWave
HEAVY
MELEE_DMG
combat.triblader
sweepNeutral
sweepHeat
sweepCold
sweepShock
sweepWave
MEDIUM
HEAVY
MELEE_DMG
combat.triblader
finisherNeutral
finisherHeat
finisherCold
finisherShock
finisherWave
HEAVY
MELEE_DMG
combat.quadroguard
shieldNeutral
shieldHeat
shieldCold
shieldShock
shieldWave
HEAVY
MELEE_DMG
combat.quadroguard
shieldNeutralFinisher
shieldHeatFinisher
shieldColdFinisher
shieldShockFinisher
shieldWaveFinisher
HEAVY
MELEE_DMG
Rev
game.feature.combat.entities.combatant-marble
impact.feature.effect.effect-sheet
impact.base.entity
media/entity/enemy/combatant-marble.png
marble
line
default
explode
game.feature.combat.entities.hit-number
impact.base.entity
impact.base.entity-pool
0
media/entity/map-gui/hit-numbers.png
media/entity/map-gui/hit-numbers.png
media/entity/map-gui/hit-numbers.png
media/entity/map-gui/hit-numbers.png
media/entity/map-gui/hit-numbers.png
media/entity/map-gui/hit-numbers.png
game.feature.combat.entities.combatant
game.feature.npc.entities.sc-actor
game.feature.combat.combat
game.feature.combat.entities.hit-number
game.feature.combat.model.combat-params
impact.feature.effect.effect-sheet
game.feature.model.options-model
impact.feature.terrain.terrain
game.feature.combat.model.proxy
MASSIVE+
MASSIVE++
MASSIVE+++
target
hasTmpTarget
manualKill
defeated
lastHitElement
blockedDamage
blockedFactor
hpFactor
combatant
BREAK
hp
hp
combat
oneHitKills
damage-numbers
damage-numbers-crit
hp
MASSIVE+++
MASSIVE++
MASSIVE+
MASSIVE
hitExtra4
hitExtra3
hitExtra2
hitExtra1
LIGHT
MEDIUM
HEAVY
MASSIVE
CHARGED
KNOCKBACK
kill
combat
combat
RANDOM
STRONG
FASTER
pre_die
defense
defense
spikeDmg
spikeHit
damage-numbers
MASSIVE
focus
damage-numbers
boom_medium
MASSIVE
pvpDown
boom_medium
BEGONE_ICE
hole_fall
waterSplash
hole_fall
coalBurn
hp
showRespawn
combat
enviroKills
showFast
respawnLine
VB
VB
quickRespawnAction
WAIT
battle
NONE
string
string
game.feature.combat.entities.food-icon
impact.base.entity
impact.base.entity-pool
SANDWICH
GREEN_TEA
CROISSANT
BAGUETTE
RED_WINE
ICE_CREAM_S
ICE_CREAM_M
ICE_CREAM_L
WATER
SPICY_BUN
FRUIT_SALAT
RICE_CRACKER
VEGGIE_STICKS
STEAK
SALTY_ICE_CREAM
CHILLI
CHILLI_DOG
COLD_PLATE
LEMONADE
PEANUTS
HOT_SAUCE
PISTACHIO
ESPRESSO
COFFEE
KEBAB
KEBAB2
KEBAB3
RISOTTO
BEAR_BEER
GRAB_MEAD
FOX_SAKE
WHALE_WINE
ONE_UP
BURGER
SUSHI
SUSHIBURGER
RISING_STAR
DK_PEPPER
SPAETZLE
MAULTASCHE
DURIAN
PENGO_POP
BEAT_ZERO
WEREWOLF_STICK
MOONCAKE
media/entity/player/item-hold.png
media/entity/map-gui/hit-numbers.png
game.feature.combat.entities.drop
impact.feature.effect.effect-sheet
impact.base.entity
drops
media/entity/enemy/drops.png
media/entity/enemy/drops.png
media/entity/enemy/drops.png
media/entity/enemy/drops.png
healSmall
small
healMedium
medium
healBig
big
coin
coin
coinFlip
coin
coin
healBig
healMedium
healSmall
circle
circle
healing
circle
line
circle
game.feature.combat.entities.item-drop
impact.feature.effect.effect-sheet
impact.base.entity
item-default
item-helm
item-sword
item-belt
item-shoe
item-items
item-key
item-trade
media/entity/enemy/item-drops.png
marble
media/sound/drops/drop-start.ogg
media/sound/drops/drop-catch.ogg
media/sound/drops/drop-low-white.ogg
media/sound/drops/drop-normal-bronze.ogg
media/sound/drops/drop-rare-silver.ogg
media/sound/drops/drop-legendary-gold.ogg
media/sound/drops/drop-unique-purple.ogg
media/entity/enemy/item-drops.png
media/entity/enemy/item-drops.png
default
icons
rotStart
rotation
rotating
rotation
media/entity/enemy/item-drops.png
media/entity/enemy/item-drops.png
Y_FLAT
default
icons
rotStart
icons
preRotating
glow
rotating
glow
default
itemAppear
rotStart
default
items
dropsTotal
items
dropsProps
items
dropsEnemies
preRotating
rotating
line
game.feature.combat.model.combat-condition
game.feature.combat.model.combat-params
Number
Maximum random value. Range 0-1. 1 = 100% likely to happen.
max
Number
Relative HP are below the given value. Range: 0-1. 0.5 => below 50%
value
hp
NumberExpression
Number of SP that is required
Number
Minimum distance to spawn point in pixels
Number
Maximum distance to spawn point in pixels
Number
Maximum distance to target in pixels.
Boolean
Plan to throw stuff at target => cliffs in between are ok.
Number
Min distance to target in pixels.
Number
max distance to target in pixels.
Boolean
If true, make sure target is properly standing
Boolean
If true, do not check overlapping with z coords
Number
How much the face direction of the target diverges from distance vector. 0.5 = 45 degree
Number
How much the OWN face direction diverges from distance to target vector. 0.5 = 45 degree
Entity
Entity distance is messured from.
Number
Distance value
Entity
Entity distance is messured from.
String
Coordinate to evaluate distance from
X
Y
Z
Boolean
If true, compare absolute delta. Otherwise it's COMBATANT POS - SELECTED ENTITY POS
Number
Minimum value
Number
Maximum value
Boolean
If true: Calculate delta TARGET POS - SELECTED ENTITY POS
X
Y
Number
Min X distance to target in pixels.
Number
max X distance to target in pixels.
value
Value the y distance needs to be below of
value
Number
Min Z distance to target in pixels.
Number
max Z distance to target in pixels.
Number
If defined: HP Break has to be at least this value.
Number
If defined: HP Break has to be at most this value.
Number
If defined: HP Break has to be at least this value.
Number
If defined: HP Break has to be at most this value.
String
Name of shield that has to be active
name
Boolean
If true: only proxies sticking to source
String
If true: only proxies matching this group
Number
If defined: need at least that amount of maxing proxies
EnemyStateRef
State enemy is currently in
Number
Minimum amount of enemies
Boolean
Only count same enemy type
TrackerRef
Name of Tracker
Boolean
Do not reset tracker after action/reaction has been performed
String
Name of action token that has to be available.
Number
Time to block action token if available.
name
time
JSON
An array of names, one for each token.
JSON
An array of waiting times, one for each token.
tokens
ActorVarCondition
VarCondition that has to be true.
condition
string
String
Name of actor attrib
name
CHARGED
CHARGED
Entity
Check if incoming attack originates from this entity
Number
Minimum value of attack damage factor
String
Name of part that is hit
String
Hint Value
String
Element required
String
Attrib name which contains Element String that must match hit element
Boolean
If true, use counter element of element in attrib
String
Element of the combatant is currently in
Number
Minimum amount of hits of combo attack that enemy is stuck in
Number
Minimum amount of time (in SECONDS) of combo attack that enemy is stuck in
Boolean
If true, show stunEscape message on success
Number
Amount of damage (relative to HP) of combo attack that enemy is stuck in
hp
PoiFilter
Kind of POI searched
Number
Maximum distance to POI
Boolean
If true: check if path to POI is available
game.feature.combat.model.enemy-type
impact.base.loader
game.feature.combat.model.combat-params
game.feature.combat.model.combat-condition
impact.base.animation
number
HP
HP
Unknown attack frequency '
'
Enemy

data/enemies/
.json
Boss
battle
VarCondition
Vec3
Action
battle
battle
hp
player
expEnemies
DROP_CHANCE
!
Unknown Condition type '
'
Cf

game.feature.combat.model.enemy-annotation
arid.virus-neutral
arid.virus-cold
arid.virus-heat
game.feature.combat.entities.enemy
game.feature.combat.entities.combatant
game.feature.combat.model.enemy-type
game.feature.combat.model.enemy-annotation
EnemyType
Enemy information
VarCondition
Condition for Enemy to spawn
VarName
Instead of killing the enemy, set specified variable to true.

rgba(255,0,0, 0.5)
enemyHide
SHOW_EFFECT
CENTER
HIDE
modeAura
Enemy
STORE_RELEASE
ENEMY_EVENT
showDefault
GUARD_COUNTER
COUNTER_COUNTER
FALL
hp
HIT_REACTION
BREAK
COLLAB
Tried to do collab reaction without collaboration set. Should never happen!
COLLAB
Enemy does not has action of Name: 
dodgeBlocked
hpBreak
storedEnemyCnt
collab
string
string
string
string
string
string
enemyStart
WAIT
enemyHide
SHOW_EFFECT
teleport
hideDefault
CENTER
HIDE
game.feature.combat.entities.enemy-spawner
impact.base.actor-entity
VarCondition
Condition for prop to appear
EnemyTypeList
All enemies that are spawned on this place
Boolean
If true: initially set all enemies as killed when activated.
rgba(255,120,0, 0.5)
session.map.spawner
game.feature.combat.entities.respawn-blocker
impact.base.entity
RespawnBlocker
rgba(0,255,255, 0.3)
game.feature.combat.entities.burst-spawner
game.constants
impact.feature.effect.effect-sheet
impact.base.entity
qb
game.feature.combat.entities.stone
game.feature.combat.entities.projectile
game.feature.combat.model.proxy
game.constants
impact.feature.effect.effect-sheet
impact.base.entity
impact.feature.light.light
AnimSheet
Animation sheet of ball. Needs one entry with name 'default'
Offset
Size of projectile
Number
Shadow size
String
Effect sheet for effects
effects
EffectKeys
What keys to use in the effect sheet
Integer
Number of times the stone can bounce on walls
Integer
How often stone can bounce on ground before being destroyed
AttackInfo
How the ball will hit its target
NumberVary
Speed of ball
NumberVary
Z Vel when thrown
Number
Amount of z bounciness
Boolean
True if stone can hit multiple targets
String
Size of light shown for this ball
Boolean
If true, don't make light glow for stone
YZ_EXPAND
player
throws
trail
stoneTrail
trail
XS
stoneWallBounce
stoneKill
player
throwHits
game.feature.combat.gui.status-bar
impact.feature.gui.gui
media/gui/status-gui.png
media/gui/status-gui.png
HIDDEN
hp-bars
DEFAULT
PVP
BOSS
BREAK
BREAK
l8
BREAK
BREAK
hp
HIDDEN
DEFAULT
hp
HIDDEN
HIDDEN
game.feature.combat.gui.pvp-gui
impact.feature.gui.gui
impact.feature.gui.base.box
media/gui/pvp.png
Round
HIDDEN
DEFAULT
HIDDEN
media/gui/pvp.png
START
DEFAULT
HIDDEN
lighter
game.feature.combat.model.combat-status
game.feature.combat.model.combat-params
impact.feature.effect.effect-sheet
combatant
COND_EFFECT_ALL
statusEffect
COND_HEALING
sc.gui.combat.
\\i[
]
burn
BURN
COND_EFFECT_HEAT
COND_GUARD_HEAT
hp
burnDamage
chill
CHILL
COND_EFFECT_COLD
COND_GUARD_COLD
jolt
WEAK
COND_EFFECT_SHOCK
COND_GUARD_SHOCK
MASSIVE
LIGHT
HEAVY
SHOCK
mark
BRITTLE
COND_EFFECT_WAVE
COND_GUARD_WAVE
game.feature.combat.combat-target-event
game.feature.combat.model.enemy-reaction
impact.base.loader
game.feature.combat.model.combat-params
game.feature.combat.model.combat-condition
impact.base.animation
game.feature.combat.entities.combatant
game.feature.combat.combat-target-event

String
Type of hit reaction. Careful: FORCE_HIT will always cancel ANY other concurrent reaction.
EnemyActionRef
An Action that is very quickly executed before enemy is damaged. Any step that is not executed immediately will CANCEL this action
EnemyStateRef
State to switch to before reaction starts
EnemyStateRef
State to switch to after reaction ended
EnemyActionRef
Action to perform on reaction
Boolean
If true - increase hitStable to withstand all following hits
Number
Damange factor applied on this attack
String
If defined: change attackType of hit
String
If defined: change flyLevel of hit
String
Determines how Hit reaction will impact attack stun. NO_IMPACT: Will not influence hit stun in any way
Boolean
If true, then entity should watch towards hit direction
String
Dramatik effect of Reaction
CombatConditions
Additional conditions for hit condition
String
Override walk animation prior to damage
Boolean
If true: ignore hit if hit reaction is active but hit doesn't trigger it
String
If defined: set status bar to be located at part of given name
Number
Minimum Distance to target to trigger
Number
Maximum Distance to target to trigger
EnemyStateRef
State to switch to before reaction starts
EnemyStateRef
State to switch to after reaction ended
Number
If defined, only activate if target is looking at enemy with given range. 0.5 = maximum 45 degree away
Number
If defined, only activates if enemy is looking at close entity with given range. 0.5 = maximum 45 degree away
Boolean
If true, use precise face direction, not rounded by animation
Boolean
If true, check collision for view vector
PoiFilter
If defined: react to closeby POI instead of target
EnemyActionRef
Action to perform on reaction
CombatConditions
Additional conditions for hit condition
Boolean
If true: Ignore party members for detection
EnemyStateRef
State to switch to before reaction starts
EnemyStateRef
State to switch to after reaction ended
EnemyActionRef
Action to perform on reaction
Number
The minimum angle to the wall for block to be accepted
String
Collaboration Key to react to
EnemyStateRef
State to switch to before reaction starts
EnemyStateRef
State to switch to after reaction ended
EnemyActionRef
Action to perform on reaction
CombatConditions
Additional conditions for hit condition
EnemyStateRef
State to switch to before reaction starts
EnemyStateRef
State to switch to after reaction ended
EnemyActionRef
Action to perform on reaction
CombatConditions
Additional conditions for counter block
media/sound/battle/hit-counter-echo.ogg
combat
guardCounters
EnemyEventType
Type of target event
EnemyStateRef
State to switch to before reaction starts
EnemyStateRef
State to switch to after reaction ended
EnemyActionRef
An action that is executed immediately beforehand
EnemyActionRef
Action to perform on reaction
String
Key required to trigger message reaction. 
EnemyStateRef
State to switch to before reaction starts
EnemyStateRef
State to switch to after reaction ended
EnemyActionRef
Action to perform on reaction
EnemyStateRef
State to switch to before reaction starts
EnemyStateRef
State to switch to after reaction ended
EnemyActionRef
Action to perform on reaction
Number
View angle from which incoming attacks are seen. 1= full circle. 0.5= half circle
Boolean
If true, restart previous action after reaction.
Number
Probability for dodge to work. 1=always
Integer
Maximum number of consecutive dodges allowed. 0 = infinity
Number
Time for dodge to block or counter reset
CombatConditions
Additional conditions for dodge
Number
Maximum delay until combatant will react to counter trap
Number
Number of seconds combatant will react with increased awareness to counters
EnemyStateRef
State to switch to before reaction starts
EnemyStateRef
State to switch to after reaction ended
EnemyActionRef
Action to perform on reaction
CombatConditions
Additional conditions for reaction to react
EnemyStateRef
State to switch to before reaction starts
EnemyStateRef
State to switch to after reaction ended
EnemyActionRef
Action to perform on reaction
String
If defined: only react when falling into specified terrain
game.feature.combat.model.enemy-collab
var
count
Removed Participant that is not part of collab - this should never happen
game.feature.combat.model.enemy-level-scaling
base
hp
credits
game.feature.combat.model.enemy-tracker
Number
Target time in seconds
Number
How much variance should be used when initializing the timer. 0 = noRandom, 1 = full range random
Number
How much variance should be used when resetting the timer. 0 = noRandom, 1 = full range random
Boolean
If true, do not initialize when state is reset
NumberArray
A factor for each hp break level multiplied with target time
Boolean
If true, do not slow down in Assist mode (because it makes it harder)
assist-attack-frequency
Number
Target number of hits
NumberArray
Alternative number for each HP Break State.
Boolean
If true: weight hit with damage factors. NOTE: This will also consider factors of enemy shields BECAUSE ITS WEIRD.
Boolean
If true: scale effectiveness with damageFactor of enemy (will still ignore shields etc.)
Boolean
If true, do not initialize when state is reset
Number
The target anount of HP relative to HP. 0.1 = 10% of HP reduced
hp
hp
hp
game.feature.combat.model.enemy-booster
impact.base.game
game.feature.model.game-model
EnemyBooster
game.feature.combat.entities.combat-proxy
game.feature.npc.entities.sc-actor
game.feature.combat.model.proxy
game.feature.combat.entities.combatant
AnimSheet
Animation sheet of proxy. Needs one entry with name 'default'
AnimSheet
Animation sheet of proxy. Needs one entry with name 'default'
Boolean
If true: Copy animations from owner combatant.
Offset
Size of proxy
String
How proxy is broken
ProxyConfig
Configuration of proxy
Action
Action performed with proxy
Boolean
If true, set initial alpha to 0
Number
If 0: proxy will ignore attack. -1: will take hits but is never destroyed (stops balls) >0: takes hits and can be destroyed
String
Terrain of proxy, in case you can jump onto it
Effect
Effect shown when proxy is killed
String
Specify whether proxy should move with connected entity
Boolean
If true: align face with sticking entity
String
Group identifier used to clear proxies or WAIT_UNTIL_PROXIES_DONE
Boolean
If true: don't connect proxy to time of owner.
Boolean
Do not destory proxy when falling into the ground etc.
WalkAnims
MULTI_DIR_ANIMATION
[PROXY]
player
throws
default
default
default
default
qb
fr
CENTER
collab
ownerAttrib
srcAttrib
owner
src
destroyed
hitDestroyed
wasHit
default
IGNORE
none
game.feature.combat.combat-action-steps
impact.base.animation
impact.base.action
impact.base.entity
game.feature.combat.entities.drop
game.feature.combat.entities.combatant
game.feature.combat.entities.combat-proxy
impact.feature.effect.effect-steps
game.feature.combat.combat-sweep
Boolean
True if enemy should always look at the target.
Boolean
True if enemy should always look at the target IMMEDIATLY.
EnemySearch
Enemy to unlock, note that this enemy, use this only for special enemies.
Boolean
if true 'special' will be displayed instead of kill count
combat
kill
combat
enemyCompletionRate
Number
Offset to target direction to look into
Number
Speed for face to target. Default is 2
String
Where is player found?
Boolean
If true: show charged effect
String
Element of the charge
Integer
Level to charge to
Number
Minimum distance to move to
Number
Maximum distance to move to
Number
Maximum time to move
Vec2
Offset to target.
Boolean
Keep moving, never stop until maxTime has been reached
Number
Speed in which entity will rotate to target. In rotations per seconds.
Number
Reaction time to stop tackle after target has been clearly missed
Number
If defined: if angle to collided wall is lower than this value, cancel step
Boolean
If true: Stop before falling down from edge when further moving forward
Number
Time of movement. Entity will try to move exactly at target during that time
Number
Amount of time still expected to move after this step. Approach is calculated that way
Vec2
Offset to target.
Number
Speed in which entity will rotate to target. In rotations per seconds.
Boolean
If true, use current accelDir to determine initial movement direction. Use this to continue rotation from precious PINPOINT step
Number
Maximum velocity. Velocity will always be adapted to hit target at end of moveTime + postTime
Number
Maximum velocity at end of movement. Speed will linear interpolate to this value if defined.
Number
How much movement duration should be underestimated for speed adjustment. Lower value makes hitting target more reliable, but leads to initially fast movement
String
Name of attrib to store entity
String
Name of attrib to store entity index
Array
List of entities. Will move to one of those
Entity
String
How entity is selected
String
Name of attribute that includes index of entity
String
How to position entity
Number
Distance to entity along position type
Number
Orthogonal distance (Sideways) - can also be negative for opposite direction.
Boolean
If true, adjust orthogonal distance to fit target
Number
Maximum time to move. If 0: Move until target is reached
Boolean
Keep moving, never stop until maxTime has been reached
Boolean
If true, move to point precisely
String
If defined: don't move but instead save result position in attribute
String
By which distance positionType is determined
String
Override party determine which things are hit
Number
Jump Speed / Z Velocity
Number
Until how high above player X/Z movement should be adjusted
Vec2
Offset to target.
String
When to stop Jump Movement
Number
Number of seconds to stop before target point has been reached.
Number
Close in to target up to this distance
Vec2
Offset to target.
Number
Speed in which entity will rotate to target. In rotations per seconds.
Number
If defined: optimized speed to hit target with up to this speed
Number
If set, move entity like missile flying right at entity with speed provided minimal zSpeed. ONLY WORKS WITH adjustSpeedMax defined.
Number
How much jump duration should be underestimated for speed adjustment. Lower value makes hitting target more reliable, but leads to initially fast jump motion.
Boolean
If entity is falling and below target z pos
Number
Speed of Missile in pixel per seconds. Will be distributed to vel x/y/z to hit target on ground impact. Will always set gravityFactor to 0.
Number
Minimum amount of time for flight of missile
Number
Minimum distance to target
Number
Minimum amount of time to escape
Number
Maximum amount of time to escape
Number
Minimum amount of time to circle target
Number
Maximum amount of time to circle target
Boolean
Move so direction which is closer to face direction
Boolean
If true: Stop before falling down from edge when further moving forward
String
Type of target
String
Alignment of to target
Offset
Offset to target
Number
Duration of sticking
VarCondition
If defined: continue spinning until condition evaluates to true. Duration is minimum wait
String
Type of target
Number
Distance to target
Number
Duration of rotating movement
Boolean
If true, rotate counterclockwise
Number
Seconds for one full rotation. If not defined used current speed to determine rotation speed
Number
Speed with which projectile adjust distance to target (pixel per seconds)
Number
If defined: Interpolate to this z Distance (with same speed as dist interpolation)
VarCondition
If defined: continue spinning until condition evaluates to true. Duration is minimum wait
Boolean
If true: keep rotating until rotate velocity roughly matches direction to target
String
Type of target
String
Group of proxies to align circle around pos with
Number
Number of proxies that circle around target with even spacing
String
If defined: only consider proxy if attrib is false
AttackInfo
Attack Info of tackle
Number
Movement time to tackel target
Number
Reaction time to stop tackle after target has been clearly missed
Boolean
If true, cancel tackle once target is hit
Boolean
Show branches to handle hit and miss follow up
Number
If defined: if angle to collided wall is lower than this value, cancel step
Number
Speed in which entity will rotate to target. In rotations per seconds.
Number
0= hit target will fly in dash dir. 1= target will fly orthogonally away from dash trail.
Boolean
If true, ignore most recently hit entity
Boolean
If true: when colliding with wall, change dash direction to slip alongside wall.
hit
ON TACKLE HIT
missed
ON TACKE MISS
_end
end tackle
???
hit
missed
AttackInfo
Attack Info of circle attack
String
Alignment of force relative to entity
Offset
Offset to entity
Number
Radius of circle attack
Number
Scale of y dimension relative to x. 1 = equally scaled. 0.5 = half y extend.
Number
Z Height of collision force.
Number
Central Angle of circle attack. 1 = one circle
Number
Start angle of circle attack relative to front. If not specified startes at - centralAngle / 2
Number
Duration of circle sweep
Number
How much the radius extends during the sweep
Boolean
If true, circle is constantly closed.
Boolean
If true, sweep clockwise. ccw otherwise.
Integer
If true, flip circle orientation if left faced.
Boolean
Collision area is actually not a circle, but a box.
Boolean
If true, repeat proxy spawning until ended by force (action end or call STOP_REPEATING_FORCE)
Boolean
If true, use entity center to determine hit direction rather than force center
Boolean
If true: show circle attack at a fixed position
Boolean
If true: check collision before hitting entities
String
Override party determine which things are hit
P_a
String
Type of sweep
Boolean
If true: Show effect reversed
Number
For how many face directions the effect should be rotated
Boolean
If true, flip for left facing directions
String
How strong enemy is pushed/pulled
Boolean
If true: pull entities towards combatant, otherwise, push away
Number
Radius of circle attack
Number
addition Radius in which the strengh is linarly faded to 0
Number
If defined, force will stop if entity is below that radius
Number
If defined, place pull center in front of face direction with specified distance
Number
Z height of push/pull force range
Number
Duration of force. -1 will last until action end or call of STOP_REPEATING_FORCE
String
Party of force. Combatants of other parties are pushed/pulled. Will use combatant party by default
Effect
If defined: show effect on combatants influenced by force
String
Alignment ot push/pull force
Number
The time the combatant will be invincible. -1 for constant invincibility. Set to 0 to reset.
Effect
If defined, set Kill effects of generic proxy
Boolean
If true, clear kill effect of generic proxy
Number
Define to overwrite. If 0: proxy will ignore attack. -1: will take hits but is never destroyed (stops balls) >0: takes hits and can be destroyed
String
Value of element filter. NEUTRAL=No Filter.
Number
How long to dodge the free line.
Reaction
Reaction to enable
Number
Value for spike damage factor
Reaction
Reaction to disable
Number
New damage factor
String
New hit stable value.
Number
The maximum sum of all damage factors of the attack. Damage factors will be scaled down when sum gets close to maximum
Boolean
Forward ceiling on all attached action proxies
Boolean
Forward ceiling on all attached action proxies
EnemyState
State of Enemy to switch to
ProxyRef
Ball the entity will shoot
Offset
Offset relative to entity ground center from which to shoot
String
Alignment relative to entity from which to shoot
Vec2
Direction to go to
Boolean
If true: aim at target, ignore any other direction.
String
How to determine start position
ProxyRef
Ball the entity will shoot
String
How to determine start position
String
Alignment relative to entity from which to shoot
Offset
Offset relative to entity ground center from which to shoot
ProxyRef
Ball the entity will shoot
Offset
Offset relative to entity ground center from which to shoot
String
Alignment relative to entity from which to shoot
Vec2
Direction to go to
Number
Central angle of range. 1 = full circle
Number
Angle from which to start. Default is - centralAngle / 2
Number
Randomly vary each angle with the provided range
Number
Start Distance of ball in throw direction
Number
Start Distance added for following proxies. Last proxy will be spawned with startDist + startDistAdd distance
String
If not NONE: consider environment collision before adding start dist. CLOSER = move closer, DROP = Don't spawn if colliding
Boolean
If true, limit range of spawning depening on collision, check only at beginning
Boolean
Spawn each Proxy in random direction within range
Number
The number of proxies thrown
Number
Time it takes to throw proxies
Boolean
If true throw proxies clockwise, otherwise counter clockwise
Integer
If FACE COUNT is provided: swap clockWise if face direction is towards left
Vec2
offset Area around position to randomly spawn entity at
Boolean
Make offsetArea circular, not rectangular
Number
To what extend the final dir should be uniform. 1=all the same dir, 0= all individual, 0.5=between the two
Number
Time delay for first shot
Boolean
If true, repeat proxy spawning until ended by force (action end or call STOP_REPEATING_FORCE)
Array
Only spawn entity if terrain below is in this list
String
Number
If specified: must have at most this distance to ground, otherwise won't be spawned
String
If selected: use alternatice entity for spawn center position
Number
Scale of y dimension relative to x. 1 = equally scaled. 0.5 = half y extend.
Array
List of proxy types
ProxyRef
FlexibleTable
Pattern of proxies. 0=no proxy, otherwise n-1 = proxy id
Number
Size of grid tile - distance between neighbouring proxies
String
Alignment relative to entity from which to shoot
String
Determines the order in which proxies are spawned
Offset
Offset relative to entity ground center from which to shoot
Number
Duration of proxy spawning
Number
If defined guarantee a minimum delay between each spawned proxy
Boolean
If true: only remove sticking proxies
String
If set, only clear proxies of that group
String
What entity will get the buff
Number
If defined: keep this many proxies and only remove proxies beyond that number
Number
Number of Bounces
Number
Size of projectile
Number
Maximum time to aim
Array
List of player actions to react to
String
String
Attrib name to store action value to if successfully found
String
Where is player found?
Number
Maximum time to wait
String
If set, only share target with proxies of that group
String
If defined: only consider proxies with that label
CombatConditions
Combat conditions. Will wait until evaluates to true.
Number
Maximum time to wait
Number
If > 0 Maximum time to wait
AttackInfo
Attack Info of circle attack
Offset
Offset relative to entity ground center from which to shoot
Vec2
Static direction to move burst to
Number
Rotation to original dir. 1 = one full circle rotation
Boolean
If true, spawn bursts along entity face. Otherwise directly to target
Effect
Effect to play on each burst
Number
Movement speed of bursts
Number
Number of bursts to spawn
Number
Seconds to wait between bursts
Number
Damage delay after burst effects stars in seconds
Number
Radius of burst damage
Number
Z Range of burst damage
Number
To what degree bursts steer towards player.
Number
Time to 'fade In' steering degree at the beginning
Boolean
If true: cancel spawning when hitting a wall
String
What entities to hit
AttackInfo
Attack Info of circle attack
Effect
Effect to play on each burst
String
Direct Hit direction
String
Alignment of force relative to entity
Number
Number of hits
Number
Delay in seconds between hits
Number
Relative amount of HP to regen. 1= FULL HP
String
What entity will get the buff
Boolean
if true: do not show healing numbers
String
If defined, set whether HP bar visible or not
Boolean
If defined, set whether status in general is visible or not
hp
attack
attack
attack
String
What hp reduction is based on
Number
Factor to scale damage with
Number
Will determine size of damage number
Boolean
If true: ignore hits
Number
Maximum time to wait
Boolean
Only continue when melee attack was guarded
Number
Factor with which to absorb blocked damage
Number
Factor with which to absorb blocked damage
damage
attack
attack
Number
Factor with which to absorb dealed damage. Will always take average damage of all hit combatants
Number
Add given factor to damage for each additional hit entity
attack
attack
Integer
Number of SP to consume
Number
Time in seconds for free line command to preserve
String
Name of Shield. If used, shield will remain after action end and can be disabled separately
Shield
The Shield to activate
Boolean
If true, keep shield even after action is finished/interrupted.
Number
Amount of time for perfect guard
String
What entity will get the buff
String
Name of Shield to be removed
String
What entity will get the buff
Number
Base Strength Factor. Should match damageFactor of attack
String
Element of Assault projectile
String
What kind of combat message
String
Type of Drop
Number
Amount that is healed. 1=full healing
String
Alignment of throw origin
Entity
Target entity to throw drops at
Boolean
If true also spawn heal drops for all party members
String
Type of Drop
String
Alignment of throw origin
VarName
min number of coins to drops at a time
VarName
max number of coins to drops at a time
VarName
Optional var to increase by the random number
Entity
Target entity to throw drops at
EffectSelect
Circle Effect to be used when drops is picked up.
drops
EffectSelect
Circle Effect to be used when drops is picked up.
drops
Number
Maxium time spent on navigation
Number
The maximum amount of distance to the target
Boolean
Reach the target precisely, slowing down accordingly
String
How far entity will fly
Boolean
True if movement is for breaking hit.
Boolean
True if movement is for stable hit.
Boolean
True if step should wait the matching stun time.
String
What face direction? (Reverse Face is default)
CombatConditions
Combat conditions for if statement
Boolean
With else case.
thenStep
elseStep
else
_end
endif
???
thenStep
elseStep
thenStep
String
Name of Var
String
Type of modification
NumberExpression
Value to modify with
String
Who needs to be interrupted to cancel collaboration
String
Target from which points will be set relatively
String
Additional target label. (only required for COLLAB_ENTITY type)
Array
List of labels to filter collaborators
String
String
Pattern of points
Number
Distance value used to determine points
Number
Circular angle used to determine points
String
Name of Var
String
Kind of value to extract from target
String
What kind of entity is set
String
Additional entity label. (only required for COLLAB_ENTITY type)
CollabLabelFilter
Labels to filter which entities in collaboration will have entity assigned
String
Label of collab partner
String
Type of enemy
enemies
String
Key of Enemy Message that other enemies may react to via ENEMY_EVENT
TrackerRef
Tracker to reset
Number
Force reset tracker to a certain percentage of target (0-1)
String
Frequency to reset (as if the enemy would have executed an attack of that frequency)
String
Aligned pos from where to start entity
Number
Distance towards storing entity when spawned
Number
Central angle of range. 1 = full circle
Number
Angle from which to start. Default is - centralAngle / 2
Number
Additional randomness around original direction
Destructible
EnemyType
Enemy information
Offset
Offset relative to entity ground center from which to shoot
String
Alignment relative to entity from which to shoot
Vec2
Direction to go to
NumberVary
If defined: push away enemies with given velocity
NumberVary
If defined: push away enemies with given z velocity
Number
Central angle of range. 1 = full circle
Number
Angle from which to start. Default is - centralAngle / 2
Number
Randomly vary each angle with the provided range
Number
Start Distance of ball in throw direction
String
If not NONE: consider environment collision before adding start dist. CLOSER = move closer, DROP = Don't spawn if colliding
Boolean
Spawn each Proxy in random direction within range
NumberExpression
The number of proxies thrown
Number
Time it takes to throw proxies
Boolean
If true throw proxies clockwise, otherwise counter clockwise
Integer
If FACE COUNT is provided: swap clockWise if face direction is towards left
Vec2
offset Area around position to randomly spawn entity at
Boolean
Make offsetArea circular, not rectangular
Number
To what extend the final dir should be uniform. 1=all the same dir, 0= all individual, 0.5=between the two
Number
Time delay for first shot
Boolean
If true, repeat proxy spawning until ended by force (action end or call STOP_REPEATING_FORCE)
ProxyRef
If defined: attach proxy to enemies
EnemyType
Enemy information
Number
Radius from position
VarCondition
Condition for Enemy to spawn and despawn
String
If provided: only remove enemy of this type
enemies
Boolean
If true, do not rumble screen on enemy kill
true
Boolean
No exp, credit, items etc.
String
Kind of temp target
StringExpression
Additional String key to fetch named entities etc.
String
Attrib name to store target entity in (will use temp target if defined)
String
How to search close target
Number
If defined: look for entities up to this distance. Otherwise use default
Boolean
If true: ignore current target (will select temp target if available)
String
How to handle enemies that have been previously hit
PoiFilter
Kind of POI searched. If not defined, use last searched PoI from Combat Condition
Number
Maximum distance to POI. Only used if poiFilter is defined.
String
What kind of proxy to select
String
Optional group filter for proxy
Number
Number of HP to reduce
compressorDetourNorth
compressorDetourNorth
String
What entity will get the buff
Array
Stats to be applied.
String
String
Name that can be used to find/modify buff
Boolean
If true: buff is hacked and should be ignored for certain calculations
String
What entity will get the buff
String
Name used to search for buff of target entity
String
What param to modify
hp
attack
defense
focus
String
Type of modification
Number
By what value param is modified
String
Name of attribute to store position
String
How to determine position
game.feature.combat.combat-event-steps
impact.base.animation
impact.base.action
impact.base.entity
game.feature.combat.entities.drop
game.feature.combat.entities.combatant
game.feature.combat.entities.combat-proxy
impact.feature.effect.effect-steps
Vec3
Point to navigate to
EnemyType
Enemy information
Boolean
If true, automatically target player
StringExpression
Name of the enemy to access via action
VarCondition
Condition for Enemy to spawn and despawn
Vec3
spawn point
String
Type of destructible object
VarName
Variable to increase by one when destroyed
VarName
Variable to increase by one when destroyed
Effect
Optional Effect
Entity
Entity to spawn enemy on
EnemyType
Enemy information
Boolean
If true, automatically target player
StringExpression
Name of the enemy to access via action
VarCondition
Condition for Enemy to spawn and despawn
String
If provided: only remove enemy of this type
enemies
Boolean
If true, do not rumble screen on enemy kill
true
Actor
Enemy to change
Entity
EnemyState
State of Enemy to switch to
Actor
Enemy to change
Entity
Entity
Entity to target
Entity
Entity to target
Entity
Entity to target
Number
How much SP to reset. 0.5=50%
Entity
Entity to set HP of
Number
Relative amount of HP entity should have. 1= FULL HP
Entity
Entity to target
Number
Relative amount of HP to regen. 1= FULL HP
Boolean
if true: do not show healing numbers
String
Type of enemy
enemies
Entity
Entity to target
String
Type of dramatic effect
Number
Speed of combat, will scale frequency of enemy attacks
String
Regular Expression used on entityName to find entities
EnemyType
Enemy type to swap with entities
Entity
Set enemy target when spawned
Enemy
Entity
Entity to swap with enemy
Entity
EnemyType
Enemy to swap with entity
VarName
Instead of killing the enemy, set specified variable to true.
_EnemySwap
Enemy
Entity
Entity to swap with enemy
Entity
Boolean
Manually kill enemy, collecting EXP etc.
_EnemySwap
Boolean
Activity status of combat
Actor
Enemy to change
Entity
String
Name of action to perform
Boolean
If true, do not reset state before switching to action. Also keeps actionAttached!
hp
attack
defense
focus
VarName
Variable to store relative hp in
Entity
Combatant of which to fetch stat
String
Type of Stat
SET_VAR_TIME: Variable Name is not a String!
Entity
Combatant to manually kill
Entity
Combatant to manually revive
Entity
Entity
Combatant to set manual kill variable to
Entity
VarName
Variable to set to true when combatant is killed
Integer
Number of points to win PVP battle
Array
List of all enemies that participate in battle
Entity
Boolean
If true, automatically stop preparation
Actor
Entity to change
Entity
Entity
marker Entity to take position from
Entity
Combatant from which to evaluate combat if
CombatConditions
Combat conditions for if statement
Boolean
With else case.
Entity
Temp target to set temporarily while combat condition is evaluated
thenStep
elseStep
else
_end
endif
???
thenStep
elseStep
thenStep
String
Only remove proxies with matching group string
game.feature.combat.enemy-steps
impact.base.animation
impact.base.action
impact.base.entity
game.feature.combat.entities.enemy
String
The current active state
String
The current passive state
String
What weapon is preferred for the enemy
Array
The current active state
String
String
What element should be used
EnemyActionRef
Name of action to perform
Boolean
If true, do not reset state before switching to action. Also keeps actionAttached!
EnemyActionRef
Name of action to perform
String
Set enemy aggression
String
Element to change to
Boolean
If true: don't show transition effect
game.feature.combat.plug-in
game.feature.combat.combat
game.feature.combat.pvp
game.feature.combat.combat-shield
game.feature.combat.combat-force
game.feature.combat.combat-stun
game.feature.combat.combat-assault
game.feature.combat.combat-poi
game.feature.combat.combat-charge
game.feature.combat.combat-sweep
game.feature.combat.stat-change
game.feature.combat.entities.combatant-marble
game.feature.combat.entities.ball
game.feature.combat.entities.combatant
game.feature.combat.entities.food-icon
game.feature.combat.entities.drop
game.feature.combat.entities.item-drop
game.feature.combat.entities.enemy
game.feature.combat.entities.enemy-spawner
game.feature.combat.entities.respawn-blocker
game.feature.combat.entities.hit-number
game.feature.combat.entities.burst-spawner
game.feature.combat.entities.stone
game.feature.combat.gui.status-bar
game.feature.combat.gui.pvp-gui
game.feature.combat.gui.hp-bar-boss
game.feature.combat.gui.enemy-display-gui
game.feature.combat.model.combat-condition
game.feature.combat.model.combat-params
game.feature.combat.model.combat-status
game.feature.combat.model.enemy-type
game.feature.combat.model.enemy-reaction
game.feature.combat.model.enemy-collab
game.feature.combat.model.enemy-level-scaling
game.feature.combat.model.enemy-tracker
game.feature.combat.model.enemy-booster
game.feature.combat.combat-action-steps
game.feature.combat.combat-event-steps
game.feature.combat.enemy-steps
game.feature.combat.stat-change
game.feature.combat.editors.enemy-editor
game.feature.combat.editors.combat-condition-edit
game.feature.combat.editors.enemy-choice-edit
game.feature.combat.editors.combat-edit
game.feature.combat.editors.pvp-edit
game.feature.combat.editors.proxy-edit
red
red
red
violet
orange
game.feature.game-code.game-code
impact.base.game
sc.gimmick.sparklingShoes
sc.gimmick.holidayQuest
holidayQuest
sc.gimmick.voiceActing
sc.gimmick.voiceActingRemove
sc.gimmick.caramelldansen
sc.gimmick.caramelldansenRemove
caramelldansen
WoN-Boots
Holiday-Man
Best-VA
GameCode
gamecode
sc.gimmick.unknown
game.feature.game-code.plug-in
game.feature.game-code.game-code
sc.gimmick
game.feature.interact.gui.interact-gui
impact.feature.gui.gui
media/gui/map-ar.png
HIDDEN
HIDDEN
DEFAULT
AWAY
NEAR
DEFAULT
HIDDEN
HIDDEN
media/gui/message.png
game.feature.interact.map-interact
impact.base.game
game.feature.model.game-model
game.feature.interact.gui.interact-gui
MapInteract
game.feature.map-content.entities.elevator
impact.base.entity
game.feature.interact.map-interact
impact.base.actor-entity
media/entity/objects/elevator.png
SOUTH
media/entity/objects/elevator.png
active
disabled
media/map/cold-dng.png
SOUTH
media/map/cold-dng.png
active
disabled
media/map/arid-interior.png
NORTH
media/map/arid-interior.png
lighter
active
disabled
media/map/arid-interior-elevator.png
NORTH
media/map/arid-interior.png
lighter
active
disabled
area.arid
elevatorAppear
area.arid
elevatorDisappear
media/map/arid-scaffolding.png
SOUTH
media/map/arid-scaffolding.png
active
disabled
media/map/arid-dng-outside.png
SOUTH
media/map/arid-dng-outside.png
active
disabled
media/map/jungle-interior.png
SOUTH
media/map/jungle-interior.png
active
disabled
Elevator
_elevatorMoving
_elevatorMoving
ELEVATOR
String
Name of the elevator. Used to teleport back to this elevator
VarCondition
Condition for the elevator to be active
String
Type of elevator
ElevatorDests
Destinations of Elevator
Event
Event to be performed when using the elevator
VarCondition
Condition to show the block event when using the elevator
String
If defined: override face dir of marker
[ 
 ]\n
 > 
media/sound/misc/elevator-loop.ogg
media/sound/misc/elevator-end.ogg
_system.elevator.exitVel
DOOR BLOCK EVENT
true
Elevator 
DO_ACTION
WAIT_RANDOM
SET_FACE
WAIT
SET_CAMERA_POS
EASE_IN
WAIT
TELEPORT
WAIT
_system.elevator.exitVel
DO_ACTION
SET_WALK_ANIMS
normal
SET_COLL_TYPE
IGNORE
SET_RELATIVE_SPEED
NAVIGATE_TO_POINT
SET_RELATIVE_SPEED
NAVIGATE_TO_POINT
SET_FACE
NORTH
ADD_MSG_PERSON
DEFAULT
RIGHT
SHOW_CHOICE
DEFAULT
MOVE_ELEVATOR
sc.map-content.elevator.cancel
WAIT
MOVE_ELEVATOR
WAIT_UNTIL_ACTION_DONE
WAIT_UNTIL_ACTION_DONE
RANDOM
WEAK
FAST
HORIZONTAL
WEAKEST
FAST
media/gui/map-icon.png
media/gui/map-icon.png
active
active
disabled
game.feature.map-content.map-content-steps
impact.base.action
impact.base.event
Entity
Elevator Entity
Elevator
Number
The number of the floor option to use.
Boolean
If true, wait until teleported
Entity
Elevator Entity
Elevator
Entity
Prop entity
Prop
game.feature.map-content.gui.icon-hover-text
impact.feature.gui.gui
impact.feature.gui.base.box
impact.feature.gui.base.basic-gui
game.feature.interact.map-interact
media/gui/message.png
default
HIDDEN
DEFAULT
HIDDEN
HIDDEN
game.feature.map-content.map-style
impact.feature.map-content.map-style
default
map
media/entity/style/default-map.png
default
puzzle
media/entity/style/default-puzzle.png
default
puzzle2
media/entity/style/default-puzzle-2.png
default
destruct
media/entity/style/default-destruct.png
default
walls
#475ae2
#e6e9ff
#80ff83
#b3c9ff
#eb8835
#ffe2ca
cargo-hold
map
media/entity/style/cargo-hold-map.png
cargo-ship-outer
map
media/entity/style/cargo-outer-map.png
cargo-ship-bridge
map
media/entity/style/cargo-bridge-map.png
rhombus-puzzle
map
media/entity/style/rhombus-dng-map.png
rhombus-puzzle
puzzle
media/entity/style/rhombus-dng-puzzle.png
rhombus-puzzle
walls
#71a3ff
#b6dcff
#80ff83
#b3c9ff
#ffba80
#ffd6b3
rhombus-outside
map
media/entity/style/rhombus-outside-map.png
rhombus-interior
map
media/entity/style/rhombus-interior-map.png
rookie-harbor-outer
map
media/entity/style/rh-outer-map.png
rookie-harbor-interior
map
media/entity/style/rh-interior-map.png
hideout-outer
map
media/entity/style/hideout-outer-map.png
hideout-inner
map
media/entity/style/hideout-inner-map.png
autumn
map
media/entity/style/autumn-map.png
autumn
puzzle
media/entity/style/autumn-puzzle.png
cave
map
media/entity/style/cave.png
cave
effect
area.cold-dng
cave
destruct
media/entity/style/cave-destruct.png
cave
waterblock
media/map/heat-dng.png
christmas
map
media/entity/style/cargo-hold-map.png
christmas
destruct
media/entity/style/christmas-destruct.png
bergen-outer
map
media/entity/style/bergen-map.png
bergen-outer
destruct
media/entity/style/cold-dng-destruct.png
bergen-inner
map
media/entity/style/bergen-inner-map.png
bergen-inner
destruct
media/entity/style/cold-dng-destruct.png
bergen-inner
puzzle
media/entity/style/bergen-inner-puzzle.png
cold-dng
map
media/entity/style/cold-dng-map.png
cold-dng
puzzle
media/entity/style/cold-dng-puzzle.png
cold-dng
puzzle2
media/entity/style/cold-dng-puzzle-2.png
cold-dng
walls
#71a3ff
#b6dcff
#80ff83
#b3c9ff
#ffba80
#ffd6b3
cold-dng
lorry
media/map/cold-dng.png
cold-dng
effect
area.cold-dng
cold-dng
destruct
media/entity/style/cold-dng-destruct.png
heat-outer
map
media/entity/style/heat-map.png
STONE
heat-outer
destruct
media/entity/style/heat-destruct.png
heat-outer
quicksand
media/map/heat-area-hax.png
heat-inner
map
media/entity/style/heat-interior-map.png
STONE
heat-inner
puzzle
media/entity/style/heat-dng-puzzle.png
heat-inner
puzzle2
media/entity/style/heat-dng-puzzle-2.png
heat-inner
destruct
media/entity/style/heat-dng-destruct.png
heat-dng
map
media/entity/style/heat-dng-map.png
STONE
heat-dng
puzzle
media/entity/style/heat-dng-puzzle.png
heat-dng
puzzle2
media/entity/style/heat-dng-puzzle-2.png
heat-dng
destruct
media/entity/style/heat-dng-destruct.png
heat-dng
waterblock
media/map/heat-dng.png
heat-dng
pipes
media/map/heat-dng.png
heat-dng
quicksand
media/map/heat-dng.png
heat-dng
walls
#5e5aac
#d6d4f6
#80ff83
#b3c9ff
#d95c3b
#e58c61
heat-dng
lorry
media/map/heat-dng.png
heat-dng
coals
media/map/heat-dng.png
arid-outer
map
media/entity/style/arid-map.png
arid-outer
puzzle
media/entity/style/arid-puzzle.png
arid-outer
puzzle2
media/entity/style/arid-puzzle-2.png
unknown-interior
map
media/entity/style/unknown-interior-map.png
unknown-interior
puzzle
media/entity/style/unknown-interior-puzzle.png
unknown-interior
puzzle2
media/entity/style/unknown-interior-puzzle-2.png
unknown-interior
pipes
media/map/arid-interior.png
unknown-interior
pipeSwitch
media/map/arid-interior.png
unknown-interior
propeller
media/map/arid-interior.png
unknown-interior
destruct
media/entity/style/unknown-interior-destruct.png
unknown-interior
magnet
media/map/arid-interior.png
unknown-interior
tesla
media/map/arid-interior.png
unknown-interior
teslaSwitch
media/map/arid-interior.png
unknown-interior
anticompressor
media/map/arid-interior.png
unknown-interior
dynPlatformSmall
media/map/arid-interior.png
unknown-interior
dynPlatformMedium
media/map/arid-interior.png
unknown-interior
effect
area.cold-dng
unknown-interior
rotateBlocker
media/map/arid-interior.png
unknown-interior
waveSwitch
media/map/arid-interior.png
unknown-interior
waveblock
media/map/arid-interior.png
unknown-interior
waterblock
media/map/arid-interior.png
unknown-interior
bouncer
media/map/arid-interior.png
jungle-outer
map
media/entity/style/jungle-map.png
CLOTH
jungle-outer
destruct
media/entity/style/jungle-destruct.png
jungle-outer
puzzle
media/entity/style/shockwave-dng-puzzle.png
jungle-outer
puzzle2
media/entity/style/shockwave-dng-puzzle-2.png
jungle-outer
magnet
media/map/shockwave-dng.png
tree-inner
map
media/entity/style/jungle-map.png
CLOTH
jungle-city
map
media/entity/style/jungle-city-map.png
jungle-city
destruct
media/entity/style/jungle-destruct.png
jungle-city
puzzle
media/entity/style/jungle-city-puzzle.png
jungle-city
magnet
media/map/shockwave-dng.png
jungle-city
waveblock
media/entity/objects/cargoCrateTeleport.png
jungle-city-inner
map
media/entity/style/jungle-interior-map.png
jungle-city-inner
puzzle
media/entity/style/jungle-city-puzzle.png
jungle-city-inner
magnet
media/map/shockwave-dng.png
jungle-city-inner
waveblock
media/entity/objects/cargoCrateTeleport.png
shockwave-dng
map
media/entity/style/shockwave-dng-map.png
STONE
shockwave-dng
puzzle
media/entity/style/shockwave-dng-puzzle.png
shockwave-dng
puzzle2
media/entity/style/shockwave-dng-puzzle-2.png
shockwave-dng
magnet
media/map/shockwave-dng.png
shockwave-dng
bouncer
media/map/shockwave-dng-props.png
shockwave-dng
waterblock
media/map/shockwave-dng.png
shockwave-dng
waveblock
media/map/shockwave-dng.png
shockwave-dng
tesla
media/map/shockwave-dng.png
shockwave-dng
waveSwitch
media/map/shockwave-dng.png
shockwave-dng
anticompressor
media/map/shockwave-dng.png
shockwave-dng
dynPlatformSmall
media/map/shockwave-dng.png
shockwave-dng
dynPlatformMedium
media/map/shockwave-dng.png
shockwave-dng
lorry
media/map/shockwave-dng.png
shockwave-dng
rotateBlocker
media/map/shockwave-dng.png
shockwave-dng
destruct
media/entity/style/shockwave-dng-destruct.png
game.feature.map-content.sc-doors
impact.feature.map-content.entities.door
area.cold-dng
masterDoorOpen
Y_FLAT
media/map/cold-dng.png
idle
open
SLIDE
WEST
EASE_IN
close
SLIDE
WEST
EASE_IN
idle
open
SLIDE
EAST
EASE_IN
close
SLIDE
EAST
EASE_IN
area.heat-dng
masterDoorOpen
Y_FLAT
media/map/heat-dng-exterior.png
idle
open
SLIDE
WEST
EASE_IN
SLIDE
SOUTH
EASE_IN
close
SLIDE
WEST
EASE_IN
SLIDE
SOUTH
EASE_IN
media/map/heat-dng-exterior.png
idle
open
SLIDE
SOUTH
EASE_IN
SLIDE
EAST
EASE_IN
close
SLIDE
SOUTH
EASE_IN
SLIDE
EAST
EASE_IN
media/map/heat-dng-exterior.png
idle
open
SLIDE
NORTH
EASE_IN
SLIDE
WEST
EASE_IN
close
SLIDE
NORTH
EASE_IN
SLIDE
WEST
EASE_IN
media/map/heat-dng-exterior.png
idle
open
SLIDE
NORTH
EASE_IN
SLIDE
EAST
EASE_IN
close
SLIDE
NORTH
EASE_IN
SLIDE
EAST
EASE_IN
area.heat-dng
masterDoorOpen
Y_FLAT
media/map/heat-dng.png
idle
open
SLIDE
WEST
EASE_IN
SLIDE
SOUTH
EASE_IN
close
SLIDE
WEST
EASE_IN
SLIDE
SOUTH
EASE_IN
media/map/heat-dng.png
idle
open
SLIDE
SOUTH
EASE_IN
SLIDE
EAST
EASE_IN
close
SLIDE
SOUTH
EASE_IN
SLIDE
EAST
EASE_IN
media/map/heat-dng.png
idle
open
SLIDE
NORTH
EASE_IN
SLIDE
WEST
EASE_IN
close
SLIDE
NORTH
EASE_IN
SLIDE
WEST
EASE_IN
media/map/heat-dng.png
idle
open
SLIDE
NORTH
EASE_IN
SLIDE
EAST
EASE_IN
close
SLIDE
NORTH
EASE_IN
SLIDE
WEST
EASE_IN
area.shockwave-dng
masterDoorOpen
area.shockwave-dng
masterDoorOpenFast
Y_FLAT
media/map/jungle-props.png
idle
open
SLIDE
WEST
EASE_IN
SLIDE
SOUTH
EASE_IN
openFast
SLIDE
WEST
EASE_IN
SLIDE
SOUTH
EASE_IN
close
SLIDE
WEST
EASE_IN
SLIDE
SOUTH
EASE_IN
media/map/jungle-props.png
idle
open
SLIDE
SOUTH
EASE_IN
SLIDE
EAST
EASE_IN
openFast
SLIDE
SOUTH
EASE_IN
SLIDE
EAST
EASE_IN
close
SLIDE
SOUTH
EASE_IN
SLIDE
EAST
EASE_IN
media/map/jungle-props.png
idle
open
SLIDE
NORTH
EASE_IN
SLIDE
WEST
EASE_IN
openFast
SLIDE
NORTH
EASE_IN
SLIDE
WEST
EASE_IN
close
SLIDE
NORTH
EASE_IN
SLIDE
WEST
EASE_IN
media/map/jungle-props.png
idle
open
SLIDE
NORTH
EASE_IN
SLIDE
EAST
EASE_IN
openFast
SLIDE
NORTH
EASE_IN
SLIDE
EAST
EASE_IN
close
SLIDE
NORTH
EASE_IN
SLIDE
EAST
EASE_IN
game.feature.map-content.prop-interact
impact.feature.map-content.entities.prop
game.feature.map-content.gui.icon-hover-text
media/gui/map-icon.png
media/gui/map-icon.png
media/gui/map-icon.png
media/gui/map-icon.png
INFO
CUTSCENE
game.feature.map-content.entities.jump-panel
impact.base.entity
impact.feature.effect.effect-sheet
puzzle
String
How height to jump (in tiles).
VarCondition
A condition for this if any. 
2

media/entity/objects/object-effects.png
off
normal
glow
glow
normal
off
jumpTrail
jumpButtom
glow
normal
off
jumpButtom
normal
off
partyBlocked
puzzle
String
Type of jump Panel
String
How height to jump (in tiles).
VarCondition
A condition for this if any.
12

media/entity/objects/object-effects.png
lighter
off
normal
glow
glow
normal
off
jumpTrailFar
jumpButtom
glow
normal
off
jumpButtom
normal
off
partyBlocked
4_2
puzzle
String
Type of jump Panel
String
How height to jump (in tiles).
VarCondition
A condition for this if any.
4

media/entity/objects/object-effects.png
off
normal
glow
glow
normal
off
jumpTrailFar
jumpButtom
jumpButtom
normal
off
partyBlocked
game.feature.map-content.entities.teleport-central
impact.base.entity
impact.base.actor-entity
impact.feature.effect.effect-sheet
game.feature.interact.map-interact
game.feature.npc.entities.npc-waypoint
SET_CAMERA_POS
NORMAL
EASE_IN_OUT
DO_ACTION
SET_FLOAT_HEIGHT
SHOW_EFFECT
puzzle.wave-teleport
panelFloat
Up
Down
WAIT
WAIT
white
SET_OVERLAY
DO_ACTION
SET_SLIP_THROUGH
Z_INTERPOLATE
EASE_IN
SET_Z_GRAVITY_FACTOR
SET_SCREEN_BLUR
SET_CAMERA_POS
EASE_IN
WAIT
CLEAR_SCREEN_BLUR
green
green


puzzle
RECT_OVERLAP
Number
Probability that NPCs will enter through this exit
Number
Probability that NPCs will exit through this exit
Boolean
True if ground effects should be displayed
Landmarks
landmark to activate
Entity
Optional target to focus when landmark is activated
VarCondition
Condition for the landmark to activate
String
Type of detection
RECT_OVERLAP
 > 

rgba(255,255,0, 0.5)
rgba(120,120,0, 0.8)
SOUTH

RECT_OVERLAP
teleportEffect
fF
Z_FLAT
inactive
active
red
Z_FLAT
media/entity/objects/upgrade-symbol.png
inactive
active
red
lighter
media/entity/objects/upgrade-symbol.png
Z_EXPAND
inactive
active
red
Z_FLAT
media/map/rhombus-outside.png
inactive
active
red
Z_FLAT
media/map/rhombus-outside.png
inactive
active
red
Z_FLAT
media/map/bergen-trail.png
inactive
active
red
Z_FLAT
media/map/heat-area.png
inactive
active
red
Z_FLAT
lighter
media/entity/objects/upgrade-symbol.png
inactive
active
red
puzzle.wave-teleport
panelGlowUp
Z_FLAT
lighter
media/entity/objects/upgrade-symbol.png
inactive
active
red
puzzle.wave-teleport
panelGlowDown
Z_FLAT
media/map/rhombus-outside.png
inactive
active
red

NPC
ADD_Z_POS_DELTA
SET_Z_VEL
SET_Z_GRAVITY_FACTOR
SHOW_ANIMATION
idle
SHOW_EFFECT
trainTrail
SHOW_EFFECT
trainCubeNoStart
Z_INTERPOLATE
EASE_OUT

NPC
SHOW_EFFECT
trainCube
SHOW_ANIMATION
idle
WAIT
SHOW_EFFECT
trainTrail
SET_RELATIVE_SPEED
SET_TEMP_TARGET
NAMED_ENTITY
SET_FACE_FIX
SET_SPEED
STICKY_CIRCLE_AROUND
TARGET
SET_SPEED
STICKY_CIRCLE_AROUND
TARGET
SET_SPEED
STICKY_CIRCLE_AROUND
TARGET
SET_CAMERA_POS
NORMAL
EASE_IN_OUT
WAIT
SET_SCREEN_BLUR
SET_CAMERA_POS
EASE_IN
WAIT
white
SET_OVERLAY
WAIT
CLEAR_SCREEN_BLUR
map.rhombus-sqr
Z_FLAT
media/map/rhombus-outside.png
inactive
active
red
tmp._skyRail.
.enter

NPC
SET_POS
CHANGE_VAR_NUMBER
add
SET_Z_GRAVITY_FACTOR
SHOW_ANIMATION
idle
SHOW_EFFECT
trainTrail
SHOW_EFFECT
trainCubeNoStart
INTERPOLATE_POSITION
EASE_OUT
CHANGE_VAR_NUMBER
sub

NPC
tmp._skyRail.
.exit
SHOW_EFFECT
trainCube
SHOW_ANIMATION
idle
CHANGE_VAR_NUMBER
add
WAIT
SHOW_EFFECT
trainTrail
SET_RELATIVE_SPEED
SET_Z_GRAVITY_FACTOR
SET_FACE_FIX
INTERPOLATE_POSITION
EASE_IN
CHANGE_VAR_NUMBER
sub
WAIT
SET_CAMERA_POS
NORMAL
EASE_IN_OUT
WAIT
SET_SCREEN_BLUR
SET_CAMERA_POS
EASE_IN
WAIT
white
SET_OVERLAY
WAIT
CLEAR_SCREEN_BLUR
map.rhombus-sqr
TeleportField[

]
SOUTH
media/gui/map-icon.png
scene.upgrade
puzzle
teleport
Entity
Central Entity the field belongs to
TeleportCentral
String
View direction of teleport ground.
SOUTH
Maps
Map to be loaded
Map
Marker
Marker on map to teleport player to
VarCondition
Condition for teleporter to appear
LangLabel
Label displayed for teleporter
VarCondition
Condition for a long teleport sequence
false
Boolean
If true, show exit graphics and behave like exit even without map defined
Event
Event to be performed when entering the teleport ground
VarCondition
Condition to show the block event when entering this teleport ground
String
Graphical appearance of teleporter.

 > 
rgba(255,255,0, 0.5)
rgba(120,120,0, 0.8)
map
DOOR BLOCK EVENT
true
red
active
symbolAppear
symbolHide2
red
active
teleportBlock
doorAction
none
showDefaultSilent
showDefault
doorAction
none
SET_WALK_ANIMS
normal
SET_FACE_FIX
SET_COLL_TYPE
IGNORE
SET_RELATIVE_SPEED
NAVIGATE_TO_POINT
SET_RELATIVE_SPEED
SET_COLL_TYPE
TRIGGER
NAVIGATE_TO_POINT
STOP_XY
SET_FACE
SHOW_EFFECT
teleport
hideDefaultSilent
hideDefault
DO_ACTION
DO_ACTION
SET_TELEPORT_COLOR
white
SET_CAMERA_TARGET
NORMAL
EASE_IN_OUT
SHOW_EFFECT
teleport
hideSlow
WAIT
SET_CAMERA_ZOOM
EASE_IN
white
SET_OVERLAY
LIGHT
SET_ZOOM_BLUR
WAIT
SET_CAMERA_TARGET
FAST
EASE_IN_OUT
WAIT
white
SET_OVERLAY
SET_CAMERA_ZOOM
EASE_IN
SHOW_EFFECT
teleport
hideDefault
WAIT
TELEPORT
WAIT
doorAction
doorAction
game.feature.map-content.gui.rhombus-map
impact.feature.gui.base.box
impact.feature.gui.gui
impact.feature.interact.button-interact
game.feature.menu.gui.menu-misc
game.feature.gui.base.numbers
game.feature.menu.gui.enemies.enemy-pages

DEFAULT
sc.gui.menu.rhombus.help
DEFAULT
DEFAULT

HIDDEN
HIDDEN

media/gui/menu.png
default
media/gui/rhombus-map.png

#CCCCCC
HIDDEN
#CCCCCC
DEFAULT
HIDDEN
default
flipped
media/gui/menu.png
DEFAULT
media/gui/rhombus-map.png
HIDDEN
DEFAULT
lighter
game.feature.map-content.entities.rhombus-point
impact.base.entity
game.feature.map-content.gui.rhombus-map
LangLabel
Name of the teleport location
LangLabel
Short description of the location
Maps
Map to be teleported to
Map
Marker
Marker on Map to be teleported to
VarCondition
optional condition for this location to show
Integer
Index of the preview icon to use.
rgba(255, 128, 30, 0.5)
rgba(128, 128, 0, 1)
game.feature.map-content.plug-in
game.feature.map-content.entities.elevator
game.feature.map-content.map-content-steps
game.feature.map-content.gui.icon-hover-text
game.feature.map-content.map-style
game.feature.map-content.sc-doors
game.feature.map-content.prop-interact
game.feature.map-content.entities.jump-panel
game.feature.map-content.entities.teleport-central
game.feature.map-content.entities.rhombus-point
sc.map-content
game.feature.map-content.editors.map-content-editor
game.feature.model.model-steps
impact.base.action
impact.base.event
game.feature.player.player-model
game.feature.model.game-model
Boolean
True if this is for the observatory challenge.
LangLabel
Current task of the game.
Boolean
Keep Task displayed all the time
LangLabel
Current perma task of the game. Displayed in Synopsis
Boolean
If true: stop music in pause menu.
String
Type of Mobility block. SAVE also blocks teleport
LangLabel
If defined: enable cancel button with this text. If undefined: disable cancel button
Boolean
True if combat should remain active.
Number
Increase Combat Rank by this weight. 1=one enemy
String
Type of Core.
Boolean
True to activate core.
String
Type of Core.
0
0 SP
4 SP
8 SP
12 SP
16 SP
NumberExpression
Experience count.
Number
Level of experience
player
expOther
Boolean
True to activate core.
game.feature.model.plug-in
game.feature.model.base-model
game.feature.model.game-model
game.feature.model.model-steps
game.feature.model.options-model
violet
violet
game.feature.model.editors.options-editors
game.feature.skills.plug-in
game.feature.skills.skills
game.feature.skills.skilltree
game.feature.msg.entities.event-trigger
impact.base.entity
Member2
Member3
SET_CAMERA_TARGET
FAST
EASE_IN_OUT
DO_ACTION
SET_FACE_TO_ENTITY
SET_FACE_FIX
SET_RELATIVE_SPEED
MOVE_TO_ENTITY_DISTANCE
EVENT[

]
String
Type of event. Cutscenes will stop the movement of the player and can't be executed in parallel. Auto Control events will take over the player's control.
VarCondition
Condition for the event to start
VarCondition
Condition for the event to not start (even if start condition is true)
false
Event
Event to be performed
String
How often should this event be run?
EventLoadCondition
If true: condition is checked on map entry and event is only loaded if ture. onStart => Use start conditions, custom => use custom conditions

rgba(255,0,0, 0.5)
ALWAYS
map.
tmp.
_entity
_triggered
Tried to start Event that has not been loaded! Event name: 
LOCAL_EVENT[

]
VarCondition
Condition for the event to start
Event
Event to be performed when entity is in screen (always parallel)
Number
If specified, only trigger when distance to entity is below the given radius
String
How height comparison matters

rgba(255,0,122, 0.5)
map.locEvent.trig
game.feature.msg.gui.message-box
impact.feature.gui.gui
game.feature.gui.base.boxes
game.feature.gui.base.text
media/gui/message.png
HIDDEN
DEFAULT
HIDDEN
game.feature.msg.gui.dream-msg
impact.base.image
impact.feature.interact.gui.focus-gui
game.feature.interact.button-group
TRANSPARENT
DEFAULT
HIDDEN
game.feature.msg.gui.message-overlay
impact.feature.gui.gui
game.feature.msg.gui.message-box
game.feature.model.options-model
text-speed
text-speed
HIDDEN_TOP
HIDDEN_BOTTOM
DEFAULT
DEFAULT
HIDDEN_TOP
HIDDEN_BOTTOM
DEFAULT
DEFAULT
DEFAULT
HIDDEN_TOP
HIDDEN_BOTTOM
DEFAULT
black
media/gui/message.png
HIDDEN
media/gui/message.png
media/gui/message.png
media/sound/hud/calling.ogg
media/sound/hud/calling.ogg
media/sound/hud/take-call.ogg
media/sound/hud/end-call.ogg
media/sound/hud/end-call.ogg
media/gui/message.png
HIDDEN
sc.gui.msg.private
sc.gui.msg.private
PRE_HIDDEN
HIDDEN
upper
lower
#001428
DEFAULT
sc.gui.msg.outgoing
sc.gui.msg.incoming
HIDDEN
HIDDEN
SUB
DEFAULT
HIDDEN
HIDDEN
media/sound/hud/dialog-beep-2.ogg
HIDDEN_LEFT
HIDDEN_RIGHT
DEFAULT
HIDDEN
DEFAULT
HIDDEN
DEFAULT_RIGHT
HIDDEN_RIGHT
HIDDEN_RIGHT
HIDDEN_RIGHT
DEFAULT_RIGHT
Qu
HIDDEN_LEFT
HIDDEN_RIGHT
HIDDEN
HIDDEN_LEFT
HIDDEN_RIGHT
DEFAULT
DEFAULT_RIGHT
DEFAULT
DEFAULT_RIGHT
HIDDEN_LEFT
HIDDEN_RIGHT
HIDDEN_LEFT
HIDDEN_RIGHT
media/gui/message.png
default
default
game.feature.msg.gui.message-board
impact.feature.gui.gui
game.feature.gui.base.boxes
game.feature.gui.base.text
WHATEVER
HIDDEN
HIDDEN
DEFAULT
HIDDEN
yn
HIDDEN
DEFAULT
HIDDEN
game.feature.msg.msg-steps
impact.base.action
impact.base.event
game.feature.msg.message-model
game.feature.character.character
game.feature.gui.widget.demo-stats
game.feature.gui.widget.demo-highscore
game.feature.msg.gui.dream-msg
PersonExpression
Talking person
LangLabel
Message to display
Boolean
Automatically continue after message
<em>
PersonExpression
</em>: <i>
LangLabel
</i>
, <i>autoContinue</i>

MSG 
main.lea
misc
hiCount
MSG 
MSG[
>
]
Boolean
If true: this is an outgoing call
Boolean
If true: skip sounds
String
Side to display message at.
LangLabel
Message to display
Boolean
Automaticallt continue after message
<em>OFFSCREEN (
LEFT
left
right
)</em>: <i>
LangLabel
</i>
, <i>autoContinue</i>

LEFT
MSG Offscreen
MSG Offscreen
PersonExpression
Talking person
ChoiceOptions
List of options
Integer
Number of buttons columns.
Integer
Override the default button width. NOTE: Buttons still get matched when a text is to large.
_end
END_SHOW_CHOICE
Choice: 
LangLabel
???
Choice 
PersonExpression
Person + Expression to add
LangLabel
Name to display under portrait if any
String
Side to display Person at.
Number
Determines the order in which people are displayed on one side. LOWER values are in FRONT
Boolean
Clear the side before adding the person
Character
Person to remove
PersonExpression
Person + Expression to change
String
Side to clear
ALL
LangLabel
Title of Box
LangLabel
Message in Box
Center MSG Title
Center MSG Content
\n
black
Center MSG Title
Center MSG Content
LangLabel
Message in Box
Entity
Entity the dream text will be displayed above or below. Text will be centered on screen if not specified
String
Whether to display text above or below entity.
TOP
Vec2
Offset added to position
Number
If set the message will stay on for the given amount of time
Boolean
If true: use small font
Dream Text
Dream Text
LangLabel
Message in Box
Entity
Entity the dream text will be displayed above or below. If not defined, will be displayed above action entity
String
Whether to display text above or below entity.
TOP
Vec2
Offset added to position
Number
If set the message will stay on for the given amount of time
Dream Text
Dream Text
sc.gui.bigChoice.tutorial.title
sc.gui.bigChoice.tutorial.yes
sc.gui.bigChoice.tutorial.no
sc.gui.bigChoice.generic.title
sc.gui.bigChoice.generic.yes
sc.gui.bigChoice.generic.no
String
Type of Message
TUTORIAL
LangLabel
Title of Toturial
LangLabel
Content of Tutorial
Image
Image to be shown over content text
acceptStep
on Accept
cancelStep
on Cancel
_end
Tutorial End
???
Tutorial MSG Title
Tutorial MSG Content
skip-tutorials
Tutorial MSG Title
Tutorial MSG Content
acceptStep
cancelStep
LangLabel
Text of modal dialog
ModalChoiceOptions
All the options of the modal dialog
_end
END_MODAL_DIALOG_CHOICE
Choice: 
LangLabel
???
Modal Choice 
LangLabel
Tutorial Text description
Vec2
Marker Square position
Vec2
Marker Square size
String
Direction to show text relative to marker square.
Number
Point where text line touches marker box. Between 0 to 1. 0= left corner, 1=right corner.
Boolean
If true: Stop time while displaying the message
LangLabel
Tutorial Text description
String
Marker Square position
Vec2
Marker Square size
Boolean
If true: Stop time while displaying the message
Boolean
True if this is for the observatory challenge.
Boolean
True if this is for the observatory challenge.
String
Type of get message
ACTIVATED
OBTAINED
REMOVED
ENEMY
EXTENDED
WORD
FRIENDSHIP
PARTY
USED
HAND_OVER
RESET
LangLabel
Object of get message
WORD
sc.gui.get-msg.
\\i[<]
\\i[>]
UNKNOWN MSG TYPE
ability-got
misc
words
white
PersonExpression
Person + Exporession of message
LangLabel
Message to display
<b>SHOW_SIDE_MSG</b> <em>
PersonExpression
</em>: <i>
LangLabel
</i>
Side MSG 
main.lea
misc
hiCount
Side MSG 
SIDE MSG[
>
]
LangLabel
Text to display.
Boolean
Center the text.
String
If defined: moved board message to side of screen, allowing to display persons in parallel
Boolean
Automatically continue after message
BOARD MSG TEXT
BOARD MSG TEXT
BOARD_MSG
game.feature.msg.plug-in
game.feature.msg.entities.event-trigger
game.feature.msg.gui.message-box
game.feature.msg.gui.dream-msg
game.feature.msg.gui.message-overlay
game.feature.msg.gui.message-board
game.feature.msg.gui.side-message-hud
game.feature.msg.message-model
game.feature.msg.msg-steps
game.feature.msg.editors.msg-editor
red
red
game.feature.interact.screen-interact
impact.feature.interact.interact
game.feature.interact.skip-interact
impact.feature.interact.interact
game.feature.interact.plug-in
game.feature.interact.map-interact
game.feature.interact.gui.interact-gui
game.feature.interact.screen-interact
game.feature.interact.skip-interact
game.feature.trade.gui.trade-menu
game.feature.trade.trade-model
impact.base.image
impact.feature.gui.gui
game.feature.menu.gui.menu-misc
game.feature.trade.gui.trade-dialog
game.feature.trade.gui.equip-toggle-stats
media/gui/menu.png
#000000
HIDDEN
sc.gui.trade.credits
HIDDEN
\\i[back]
sc.gui.menu.back
sc.gui.trade.end
HIDDEN
\\i[help4]
sc.gui.trade.toggle
sc.gui.trade.toggleDes
HIDDEN
\\i[help]
sc.gui.menu.hotkeys.help
HIDDEN

DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT

HIDDEN
HIDDEN
sc.gui.menu.help-texts.trade.title
sc.gui.menu.help-texts.trade.pages
DEFAULT
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
HIDDEN
HIDDEN
game.feature.npc.entities.npc-entity
game.feature.npc.entities.sc-actor
game.feature.character.character
game.feature.interact.map-interact
game.feature.trade.gui.trade-menu

SET_FACE_TO_ENTITY

SET_FACE
preEventFace
NPC[

]
npc
media/gui/map-icon.png
media/gui/map-icon.png
media/gui/map-icon.png
media/gui/map-icon.png
media/gui/map-icon.png
media/gui/map-icon.png
media/gui/map-icon.png
Character
Character of NPC
Character
NPCStates
Different states of the NPC
Analyzable
Analyzable if any.
VarCondition
Condition for entity to become transparent

rgba(0,0,255, 0.5)
waterSplash
appear
NPC
Character loading failed for character '

SET_FACE_TO_ENTITY
NPC: No such config available: 
weight
appear
preEventFace
FAST
FAST
VarCondition
Condition for this page to be active
Vec3
Position of NPC for this page
String
How NPC will react on touches and talking
FIXED_POS
Face
Face direction.
CharConfig
Configuration of Charater for this page
Action
Action to perform constantly
Effect
Action to perform constantly
Effect
Action to perform constantly
Effect
Action to perform constantly
Boolean
If true: NPC is hidden.
Entity
Door that NPC should enter from/leave to (only specify when hidden!)
NPCEvent
Type of npc event. e.g. simple event or trade.
PUSHABLE
NAVIGATE_TO_POINT
SHOW_EFFECT
npc
disappear
SET_FACE
ENTER_DOOR
[NPC]
[NPC]
NPC EVENT
NPC EVENT
NPC EVENT
string
game.feature.npc.entities.npc-runner-entity
game.feature.npc.entities.sc-actor
game.feature.character.character
game.feature.interact.map-interact
game.feature.trade.gui.trade-menu
none
npc
scene.water
weight
relativeVel
appear
NAVIGATE_TO_POINT
SHOW_EFFECT
npc
disappear
ENTER_DOOR
NAVIGATE_TO_POINT
WAIT
[NPC]
circularSmallSplash
game.feature.npc.npc-runners
impact.base.game
cross-worlds.triblader-male-blue
cross-worlds.triblader-female-purple
cross-worlds.hexacast-male-dark
cross-worlds.hexacast-male-red
cross-worlds.pentafist-male-dark
cross-worlds.pentafist-female-rasta
cross-worlds.quadroguard-female-gray
cross-worlds.quadroguard-male-black
cross-worlds.sphero-female-green
cross-worlds.sphero-male-brown
NPC Runners
NPCWaypoint
game.feature.npc.npc-steps
impact.base.action
impact.base.event
game.feature.npc.npc-runners
PersonExpression
Talking person
<em style='color: greenyellow'>DO THE SHAKE</em>
sc.gui.shakeit.first
sc.gui.shakeit.start
 
 
sc.gui.shakeit.second
 
sc.gui.shakeit.third
!
NPC
NPC to reset
String
Frequency of NPC Runners. Null = no NPC runners
NPC
NPC to change
String
Config name to apply
String
Config name to apply
game.feature.npc.plug-in
game.feature.npc.entities.sc-actor
game.feature.npc.entities.npc-entity
game.feature.npc.entities.npc-runner-entity
game.feature.npc.entities.npc-waypoint
game.feature.npc.npc-runners
game.feature.npc.npc-steps
game.feature.npc.editors.npc-editor
String
What kind of NPCs will be running around this map
game.feature.player.entities.crosshair
impact.base.entity
media/entity/map-gui/crosshair.png
media/sound/move/targeting-charged.mp3
tna
zn
AIM_STABILITY
Ym
AIM_STABILITY
normal
chargedBlink
charged
normal
normal
lighter
source-over
chargedBlink
charged
charged
media/entity/map-gui/crosshair.png
normal
charged
chargedBlink
game.feature.player.player-level-notifier
media/sound/battle/level-up.ogg
LEVEL_UP
PLAY_SOUND
media/sound/battle/level-up.ogg
DO_ACTION
WAIT
ADD_SLOW_MOTION
levelUp
WAIT
SET_ENTITY_STATIC_TIME
DO_ACTION
SHOW_ANIMATION
levelUpPre
levelUpStand
WAIT
SET_CAMERA_TARGET
EASE_IN_OUT
ADD_GUI
LevelUpHud
SET_ZOOM_BLUR
MEDIUM
WAIT_UNTIL_TRUE
tmp._levelUpFinished
DO_ACTION
SHOW_ANIMATION
levelUpPreJump
WAIT
SHOW_ANIMATION
levelUpJump
JUMP
M
WAIT
CLEAR_SLOW_MOTION
levelUp
SET_ENTITY_STATIC_TIME
game.feature.player.item-consumption
game.feature.inventory.inventory
media/sound/move/eat.ogg
Use Items must have defined a stats property
ITEM_BOOST
SANDWICH
itemEatFast
itemEatSlow
itemEatFastest
START_ITEM_CONSUME
FOCUS_CAMERA
EASE_IN_OUT
SET_FACE
SOUTH
SHOW_FOOD_ICON
SHOW_ANIMATION
itemFetch
SHOW_ANIMATION
itemHold
WAIT
PLAY_SOUND
media/sound/move/eat.ogg
CHANGE_FOOD_ICON
BUBBLE
SHOW_ANIMATION
CHANGE_FOOD_ICON
DONE
CONSUME_ITEM
SHOW_ANIMATION
itemEffect
WAIT
ITEM_GUARD
SET_HIT_STABLE
MASSIVE
consumeItem
game.feature.player.entities.player-base
game.feature.combat.entities.ball
game.feature.combat.entities.combatant
game.feature.player.entities.crosshair
game.feature.player.player-level-notifier
game.feature.player.item-consumption
guard
normal
idle
hover
hover
walk
run
brake
preIdle
damage
fall
jump
battle
idle
hover
hover
walk
run
brake
preIdle
damage
fall
jump
aiming
aim
aimMove
aimMoveRev
damage
normal
normal
LIGHT
battle
LIGHT
aiming
LIGHT
Unknown Action Type: 
neutral
4
3
2
GUARD_AREA
_top
_full
guardBroken
game.feature.player.entities.player
game.feature.combat.entities.ball
game.feature.player.entities.player-base
game.feature.combat.entities.combatant
game.feature.player.entities.crosshair
game.feature.player.player-level-notifier
game.feature.player.item-consumption
ATTACK_SPECIAL
THROW_SPECIAL
GUARD_SPECIAL
DASH_SPECIAL
equip.sparkling-boots
Lea
caramelldansen
PLAYER_IDLE
SET_FACE
SOUTH
WAIT
SHOW_EXTERN_ANIM
player-poses
caramelldansen
WAIT
SHOW_ANIMATION
preIdle
PLAYER_IDLE
CHANGE_STAT_MAP_NUMBER
misc
yawns
add
SET_FACE
SOUTH_EAST
SHOW_ANIMATION
idleStretch
SKIN_ALLOWED
Appearance
skinOn
skinOff
HP_REGEN
AIM_SPEED
CRITICAL_DMG
STUN_THRESHOLD
maxVel
AIMING_MOVEMENT
DASH_STEP
SPIKE_DMG
NORMAL
NORMAL
step
player
steps
step
step
dash
dash
jump
jump
step
stepHoliday
dash
dashHoliday
jump
jumpHoliday
LIGHT
MEDIUM
playerCharge
stats.deaths
stats.deaths
sc.gui.combat.no-sp
charge
action
dash
reaim
move
PLAYER_IDLE
player
dashTime
idle
PLAYER_IDLE
combat
guardTime
playerVar.input.guardTime
playerCharge
CHARGING
combat
charging
tutorialMsg
preIdle
idle
combat
aiming
combat
aiming
playerVar.input.aiming
normal
playerVar.input.aiming
aiming
playerVar.input.aiming
close-circle
ATTACK_REV
ATTACK
ATTACK_FINISHER
playerVar.input.melee
player
close
playerVar.input.aiming
playerVar.input.thrown
THROW_CHARGED_REV
THROW_NORMAL_REV
THROW_CHARGED
THROW_NORMAL
combat-art-name
combat
specials
combat
specials-
-level-
combat
specialsClose
combat
specialsThrow
combat
specialsGuard
combat
specialsDash
dashDir
dashDir
dashDir
dashDir
dashDir
playerVar.input.attackDashCancel
player
atkDashCancel
dashDir
normal
player
dash
player
steps
dash
DASH
DASH_SLOW
playerVar.input.shieldedHits
playerVar.input.hits
combat
shieldedHits
playerVar.input.perfectShield
combat
perfectShield
PERFECT_GUARD_RESET
GUARD_SP
GUARD_SP
combat
damageHits
combat
shieldBreaks
player
perfectDash
combat
damageTaken
combat
healed
playerVar.damageStatsIgnore
combat
damageGiven
combat
maxDamage
combat
critHits
combat
critHitsThrow
combat
critHitsClose
player
closeHits
player
jumps
playerVar.staticFloat
floatHeight
floatHeight
playerVar.staticFloat
playerVar.recordInput
playerVar.recordInput
playerVar.input.thrown
playerVar.input.aiming
playerVar.input.guardTime
playerVar.input.shieldedHits
playerVar.input.hits
playerVar.input.perfectShield
playerVar.input.attackDashCancel
playerVar.input.melee
Appearance
player
respawns
player
waterDeath
player
coalDeath
player
sandDeath
player
holeDeath
player
highwayDeath
S9a
hasElementShield
elementOrbShield
game.feature.party.party
impact.feature.storage.storage
impact.base.event
game.feature.menu.map-model
game.feature.model.game-model
Lea
Shizuka
Shizuka0
Emilie
Sergey
Schneider
Schneider2
Hlin
Grumpy
Buggy
Glasses
Apollo
Joern
Triblader1
WHATEVER
OFFENSIVE
NORMAL
party
VarPartyEditor
TARGET
WHATEVER
MY_ENEMY
OTHERS
BEHAVIOUR
OFFENSIVE
DEFENSIVE
DO_NOTHING
ARTS
NORMAL
OFTEN
NEVER
,
PARTY_MEMBER_EVENT
DIES
DUNGEON_TRANSITION
DUNGEON_TRANSITION
ENTER
ENTER
LEAVE
ENTER
LEAVE
DUNGEON_TRANSITION
Ny
PARTY_MEMBER_EVENT
EQUIP_UPDATE
party
has
alive
size
TARGET
WHATEVER
BEHAVIOUR
OFFENSIVE
ARTS
NORMAL
Member3
Member2
party
Member
String
game.feature.player.player-steps
impact.base.animation
impact.base.action
impact.base.entity
game.feature.player.player-config
game.feature.combat.model.combat-params
impact.feature.camera.camera
game.feature.combat.entities.food-icon
game.feature.party.party
String
Mode value to set
<i>SET</i> 
 TO <b>player.model.value</b>
player.model.value
Entity
Entity to target
String
Speed of camera transition
Entity
Entity to target
String
Speed of camera transition
Integer
Skill ID
String
element to reset
RESET <b>
</b> SKILLTREE
NEUTRAL
Number
Value of load. 0=empty, 1=full (instant elemental overload)
String
Name of player config
Number
Wait until this level of charge has been reached
String
Element to switch to
Boolean
If true: do no show effects of changing elements
String
Type of combat art
THROW
ATTACK
DASH
GUARD
Integer
Minimum Level
Boolean
If true: do no show effects of changing elements
VarName
Will include the type of combat art THROW, ATTACK, DASH or GUARD
Integer
Minimum Level of combat art
THROW
ATTACK
DASH
GUARD
ProxyRef
Ball the entity will shoot
String
Ball the entity will shoot
QUICK
CHARGED
String
If defined: use specified alignment to shoot ball
Number
If defined: start projectile with given distance from center
CHARGED
CHARGED
Object
Block Time Data
blockData
AnimSheetRef
Animations of enemy
Number
Factor multiplied with base invincibility
focus
DASH_INVINC
Number
Duration over which to adjust face
Number
Duration for which player will move along pressed direction
Number
Speed in which player will rotate to pressed direction. In rotations per seconds.
Boolean
If true: Stop before falling down from edge when further moving forward
Boolean
If true: allow player to stop if no direction is pressed
String
Speed of camera transition
Boolean
If true: Do NOT undo change when action is cancelled
Boolean
If true: Only add target if it was previously removed within the action. Use this if the goal is to temporary remove a camera target.
String
Speed of camera transition
Boolean
If true: Do NOT undo change when action is cancelled
Boolean
If true: add perfect guard
PLAYER
REGULAR
HEAVY
MASSIVE
PERFECT_GUARD_WINDOW
GUARD_AREA
String
The icon to display
Vec2
Offset position of sprite
String
New state of food icon
Vec2
Offset position of sprite
Item
The item to consume.
game.feature.player.crosshair-steps
impact.base.animation
impact.base.action
impact.base.entity
Entity
Entity to focus camera on
Vec2
Target position for CrossHair
Number
Speed of CrossHair. 1 is default, 0 is pause
Number
Amount to reduce. 0=nothing, 1=maximum
VarName
Variable to contain (random) CrossHair direction.
game.feature.player.modifiers
impact.base.game
game.feature.player.player-skin
impact.base.game
game.feature.player.player-model
game.feature.model.game-model
holiday-hat
Appearance
player-skins.xmas
skins.xmas
xmas.png
media/gui/skins/
skins
PlayerSkins
skin
Tried to register skin of id '
' twice.
game.feature.player.plug-in
game.feature.player.entities.crosshair
game.feature.player.entities.player
game.feature.player.player-steps
game.feature.player.crosshair-steps
game.feature.player.player-model
game.feature.player.modifiers
game.feature.player.player-skin
game.feature.player.editors.player-editors
game.feature.puzzle.components.push-pullable
impact.base.entity
game.feature.interact.map-interact
media/sound/puzzle/push-start.ogg
media/sound/puzzle/push-loop.ogg
media/gui/map-icon.png
media/gui/map-icon.png
RANDOM
WEAKEST
FAST
ya
NORTH
SOUTH
WEST
EAST
hole_fall
showQuick
showQuick
default
EAST
WEST
NORTH
SOUTH
gripStand
gripPull
gripPush
EAST
WEST
SOUTH
NORTH
WEST
EAST
gripStart
MOVE_TO_POINT
SET_FACE
SHOW_ANIMATION
gripStand
ALIGN_PUSH_PULL_POS
EAST
WEST
NORTH
SOUTH
moveH
moveV
boxMediumEast
boxMediumWest
boxMediumSouth
boxMediumNorth
game.feature.puzzle.entities.block
impact.base.entity
media/entity/objects/block.png
normal
touched
normal
touched
game.feature.puzzle.entities.blockers
impact.base.entity
impact.feature.effect.effect-sheet
String
Type of blocking object
VarCondition
Condition for blocker to be active
puzzle
on
off
goOn
on
goOff
off
off
on
goOn
goOff
off
on
goOn
goOff
off
on
goOn
goOff
media/entity/objects/blockers.png
off
on
goOn
goOff
game.feature.puzzle.entities.bomb
impact.base.entity
impact.feature.effect.effect-sheet
VarCondition
Condition for Enemy to spawn
Boolean
No camera-follow with heat
puzzle.bomb
puzzle2
on
off
blink
blink
on
showDefault
hideDefault
on
appear
off
blink
puzzle.bomb
puzzle2
Y_FLAT
off
ticking
ticking
ticking
tickingEnd
tickingEnd
tickingEnd
off
hideDefault
ticking
assist-puzzle-speed
active
tickingEnd
almost
explosion
MASSIVE
HEAT
BOMB
OTHER
SLOW
FAST
bombHeatTrail
ticking
ticking
assist-puzzle-speed
CHARGED
DEEP_FLAME
CHARGED
DEEP_FLAME
medium
Boolean
If true: Bomb panel has to include a bomb 
game.feature.puzzle.entities.water-bubble
impact.base.entity
impact.feature.effect.effect-sheet
VarCondition
Condition for Enemy to spawn
Number
Time coal will be cooled by ice disks created from these bubbles
puzzle.water-bubble
puzzle2
on
off
blink
blink
on
showDefault
hideDefault
on
appear
off
blink
puzzle.water-bubble
Y_FLAT
media/entity/objects/object-effects.png
idle
idle
selfExplode
assist-puzzle-speed
hit
almostBurst
burst
CENTER
steamExplosion
MASSIVE
HEAT
STEAM
OTHER
SLOW
steamExplosion2
MASSIVE
HEAT
STEAM
OTHER
SLOW
STEAM
CHARGED
game.feature.puzzle.entities.compressor
impact.base.entity
impact.base.actor-entity
impact.feature.effect.effect-sheet
Shock
Wave
VarCondition
Condition for Enemy to spawn
Boolean
If true follow compressor ball with camera
Number
Additional factor to slow down ball speed when going along or through walls
Boolean
Make sure puzzle element is not slowed down by assist mode
puzzle.compressor
media/sound/puzzle/wave-charge.ogg
puzzle2
Z_FLAT
off
shock
wave
off
shock
wave
off
showFast
hideFast
off
CHARGED
wave
shock
chargeFinal
assist-puzzle-speed
charge
shoot
off
puzzle.compressor
assist-puzzle-speed
NORMAL
trail
COMPRESSED
FAST
element
qb
Cb
ANTI_COMPRESSOR
suck
Shock
Wave
ballWave
ballWave
trailWave
waveWallLeave
MEDIUM
WAVE
COMPRESSED
OTHER
waveSwitch
waveWallOrth
ballWaveAlt
ballShock
shockWallTurn
shockWallConnect
shockWallTurn
VarCondition
Condition for Anti Compressor to spawn
puzzle.compressor
anticompressor
idle
suck
Y_FLAT
lighter
idle
idle
showFast
hideFast
suck
Shock
Wave
VarCondition
Condition for Bouncer to spawn
Face
Direction to face
VarCondition
Condition for bouncer to be active
puzzle.compressor
bouncer
MULTI_DIR_ANIMATION
off
turnOn
on
turnOff
on
off
showFast
hideFast
turnOn
on
turnOff
off
game.feature.puzzle.entities.water-block
impact.base.entity
impact.feature.effect.effect-sheet
puzzle.water-bubble
String
Type of block
Number
Number of seconds for steam or ice state to persist
waterblock
block
water
frozen
melting
melting
puddle
puddle
regen
regen
water
blockSteam
CENTER
MASSIVE
HEAT
STEAM
OTHER
assist-puzzle-speed
blockRecharge
CENTER
puddle
frozen
blockFreeze
assist-puzzle-speed
melting
blockMelt
melting
water
water
blockAppear
CENTER
blockHit
LIGHT
MEDIUM
STEAM
CHARGED
assist-puzzle-speed
game.feature.puzzle.entities.ice-disk
impact.base.entity
impact.feature.effect.effect-sheet
puzzle.water-bubble
Y_FLAT
media/entity/objects/object-effects.png
idle
idle
assist-puzzle-speed
iceAppear
ICE_DISK
iceTrail
iceAbsorb
CENTER
SLOW
iceMelt
CENTER
iceBounce
SLOW
iceBreak
SLOW
iceLand
qb
Cb
puzzle.water-bubble
coals
Y_FLAT
idle
idle
assist-puzzle-speed
coalsAppear
coalsDisappear
CENTER
game.feature.puzzle.entities.key-panel
impact.base.entity
impact.feature.effect.effect-sheet
game.feature.combat.entities.ball
game.feature.menu.map-model
active
chargeActive
default
media/entity/balls/default.png
ball-special
keyBounce
keyWall
keyAir
keyTrail
HEAVY
RANGED_DMG
CHARGED
DUNGEON_KEY
activeMaster
chargeActiveMaster
default
media/entity/balls/default.png
ball-special
keyBounceMaster
keyWallMaster
keyAirMaster
keyTrailMaster
HEAVY
RANGED_DMG
CHARGED
DUNGEON_MASTER_KEY
VarCondition
Condition for Enemy to spawn
String
Type of Key Panel
puzzle.key
puzzle2
Z_FLAT
on
off
off
keyPanelAppear
noKeysBlink
on
off
game.feature.puzzle.entities.ball-changer
impact.base.actor-entity
impact.base.entity
impact.base.game
game.feature.combat.model.combat-params
impact.feature.effect.effect-sheet
BallChangerType
Type of BallChanger
VarCondition
Condition for BallChanger to be active
Number
How long the ball will be alive after bouncing with this block. (default=0.5)
Boolean
If true, bounces are reset when this changer is hit
rgba(255,255,0, 0.5)
puzzle.ball-changer
puzzle2
base
off
on
show
hide
used
lighter
sphere
on
show
hide
icon
on
on
off
show
on
show
on
appear
show
hide
on
off
NO_PUZZLE
hide
used
Face
Direction to face
media/sound/puzzle/redirect.ogg
Number
Relative speed factor
media/sound/puzzle/speed-up.ogg
media/sound/puzzle/slow-down.ogg
assist-puzzle-speed
media/sound/puzzle/reset.ogg
media/sound/puzzle/speed-up.ogg
media/sound/puzzle/slow-down.ogg
String
Element to change to
HEAT
COLD
SHOCK
WAVE
puzzle.ball-changer
heatConvert
coldConvert
shockConvert
waveConvert
CHARGED
game.feature.puzzle.entities.walls
impact.base.entity
impact.feature.effect.effect-sheet
BLOCK
Boolean
True if the wall should be invisible
String
Left End Type
String
Right End Type
VarCondition
Condition for wall to be active
String
Collision Types of Wall. BLOCK - Blocks all, PBLOCK - Blocks only projectiles, NPBLOCK - Blocks only non projectiles
Number
Total height of the wall, when active
Boolean
If true: do not block nav map
puzzle
WallBlocker
Boolean
True if the wall should be invisible
String
Top End Type
String
Bottom End Type
VarCondition
Condition for wall to be active
String
Collision Types of Wall. BLOCK - Blocks all, PBLOCK - Blocks only projectiles, NPBLOCK - Blocks only non projectiles
Number
Total height of the wall, when active
Boolean
If true: do not block nav map
puzzle
WallBlocker
String
Top End Type
media/sound/puzzle/barrier-up.ogg
media/sound/puzzle/barrier-down.ogg
walls
#fff
BLOCK
PBLOCK
NPBLOCK
white
white
media/entity/objects/object-effects.png
EASE_IN
EASE_OUT
lighter
game.feature.puzzle.entities.glowing-line
impact.base.entity
VarCondition
Condition on which the line will glow

puzzle
game.feature.puzzle.entities.lorry
impact.base.entity
impact.feature.effect.effect-sheet
impact.base.actor-entity
puzzle.lorry
VarCondition
Condition for Enemy to spawn
String
Type/Size of the Lorry
String
How the platform moves
String
The initial direction of the platform
String
Speed of lorry
VarCondition
Additional condition for lorry to move
Boolean
Make sure puzzle element is not slowed down by assist mode
lorry
off
on
lorryAppear
TOP
lorryDisappear
lorryAppear
TOP
on
off
lorryRuns
lorryActivate
TOP
lorryDeactivate
TOP
assist-puzzle-speed
assist-puzzle-speed
VarCondition
Condition for Enemy to spawn
Entity
The lorry entity to be respawned at this point
String
The initial direction of the platform
rgba(0,255,255, 0.5)
lorry
lighter
default
VarCondition
Condition for Enemy to spawn
String
Type of rail
LorryAltTypes
Other types depending on var conditions
railAppear
lorry
railSwitch
NO_EXPAND
NO_EXPAND
game.feature.puzzle.entities.one-time-switch
impact.base.entity

media/sound/battle/hit-7.ogg
media/sound/puzzle/switch-activate-2.ogg
String
Type of Switch
VarName
Variable to be se to true when switch is activated
VarName
Variable to increase by one when switch is activated
Number
If >0: only keep switch active for said amount of time
Integer
If >0: if addValue reached fixCount, remain active permanently
VarCondition
Condition for Enemy to spawn
Boolean
Make sure puzzle element is not slowed down by assist mode
[ 
 ]\n
++
on
off
showQuick
hideQuick
tmpOnEnd
tmpOnEnd
off
off
tmpOnSlow
tmpOnSlow
NO_PUZZLE
tmpOn
assist-puzzle-speed
preOn
preOn
preOn
preOnEnd
preOnEnd
on
on
on
off
default
puzzle
off
preOn
preOnEnd
on
tmpOn
tmpOnSlow
turret-switch
media/entity/objects/switch-special.png
off
preOn
preOnEnd
on
propeller
media/map/heat-dng.png
off
tmpOn
tmpOnSlow
tmpOnEnd
on
puzzle.propeller
tmpOn
puzzle.propeller
tmpOnSlow
puzzle.propeller
tmpOnEnd
STEAM
pipeSwitch
media/map/heat-dng.png
off
on
tmpOn
tmpOn
tmpOnSlow
puzzle.water-bubble
steamSwitchTmp
puzzle.water-bubble
steamSwitchOn
STEAM_PIPE
teslaSwitch
media/map/shockwave-dng.png
off
on
tmpOn
tmpOn
tmpOnSlow
puzzle.tesla
switchOnTmp
puzzle.tesla
switchOn
LIGHTNING
media/entity/objects/dungeon-ar.png
lighter
off
preOn
preOnEnd
on
tmpOn
tmpOnSlow
ar
arSwitchShow
ar
arSwitchHide
waveSwitch
media/map/shockwave-dng.png
media/map/shockwave-dng.png
box
on
off
tmpOn
tmpOnSlow
tmpOnEnd
shock
lighter
off
tmpOn
tmpOnSlow
tmpOnEnd
puzzle.compressor
waveSwitchTmpOn
puzzle.compressor
waveSwitchOn
COMPRESSED
game.feature.puzzle.entities.element-shield
impact.base.entity
impact.base.actor-entity
impact.feature.effect.effect-sheet
---
Heat
Cold
Shock
Wave
VarCondition
Condition for Enemy to spawn
String
Element of shield
HEAT
COLD
SHOCK
WAVE
HEAT
VarName
Add 1 if shield is activated
HEAT
puzzle2
idle
on
showQuick
hideQuick
on
String
Element of shield
HEAT
COLD
SHOCK
WAVE
puzzle.shield
media/sound/puzzle/element-ball-charge.ogg
Y_FLAT
media/entity/objects/object-effects.png
idle
charge
lighter
idle
idle
charge
charge
idle
show
idle
charge
charge
hit
charge
Max
CHARGED
destroy
puzzle.shield
media/entity/objects/object-effects.png
default
lighter
default
default
default
shieldAppear
shieldStart
shieldAura
BLOCK_ALL
MASSIVE
MASSIVE
elementOrbShield
shieldAuraEnd
shieldClear
game.feature.puzzle.entities.floor-switch
impact.base.entity
impact.feature.effect.effect-sheet

puzzle
VarCondition
Condition for Anti Compressor to spawn
String
Type of floor switch
VarName
Variable to be increased by 1 when switch is activated. IMPORTANT: MUST BE TMP when switchType ist NOT PERMANENT!
VarCondition
If specified: Switch will always stick while condition is true
[ 
 ]
puzzle2
off
on
on
off
showFast
hideFast
on
floorSwitchActivate
off
floorSwitchDeactivate
game.feature.puzzle.entities.magnet
impact.base.entity
impact.feature.effect.effect-sheet
game.feature.combat.combat-target-event
impact.base.actor-entity
puzzle.magnet
Face
Direction to face
MagnetAltDirs
Other types depending on var conditions
magnet
MULTI_DIR_ANIMATION
Y_FLAT
off
on
off
off
on
active
pull
game.feature.puzzle.entities.multi-hit-switch
impact.base.entity

media/sound/battle/hit-7.ogg
media/sound/puzzle/counter.ogg
media/sound/puzzle/switch-activate-2.ogg
String
Type of Switch
VarName
Variable to be se to true when switch is activated
VarName
Variable to increase by one when switch is activated
VarCondition
Condition for Enemy to spawn
Hits: 
 [ 
 ]\n
++
puzzle
on
off
showQuick
hideQuick
switch
switch
switch_end
on
step
off
default
off
switch
switch_end
on
step1
step2
step3
step4
media/entity/objects/dungeon-ar.png
lighter
off
switch
switch_end
on
step1
step2
step3
step4
ar
arSwitchShow
ar
arSwitchHide
media/entity/objects/switch2.png
off
switch
switch_end
on
step1
step2
step3
game.feature.puzzle.entities.bounce-switch
impact.base.entity
impact.base.game
impact.feature.effect.effect-sheet
puzzle
BounceSwitchGroups
NORMAL
FAST
FAST
FAST
bounceTrail
puzzle
media/sound/puzzle/highlight-switch-1.ogg
media/sound/puzzle/highlight-switch-2.ogg
media/sound/puzzle/highlight-switch-3.ogg
VarName
Variable to be se to true when switch is activated
String
Group Name to assign bouncing blocks to switch
<
>\n[ 
 ]
puzzle2
base
off
rolling
rollingEnd
flyDown
impact
on
cube
off
rolling
rollingEnd
flyDown
top
off
rolling
rollingEnd
on
off
rollingEnd
rolling
bounceFinal
rollingEnd
flyDown
flyDown
NORMAL
bounceHit
impact
on
bounceDenied
off
FAST
RANDOM
STRONGER
FASTER
puzzle
media/sound/puzzle/highlight-block.ogg
String
Type of Switch
String
Group of bounce switch this block belongs to
BounceAction
Action to perform when block is hit
Number
How long the ball will be alive after bouncing with this block. (default=0.5)
[ 
 ]\n
puzzle2
on
off
bounceHit
on
reset
ball
fixed
on
bounceDenied
off
default
block
off
on
block
off
on
ground
off
on
block
off
on
ground
off
on
block
off
on
ground
off
on
block
off
on
ground
off
on
game.feature.puzzle.entities.thermo-pole
impact.base.entity
impact.feature.effect.effect-sheet
game.feature.combat.combat-poi
puzzle.thermo-pole
String
Type of Pole
String
Group of ThermoPoleDest this pole belongs to
puzzle2
NO_EXPAND
NO_EXPAND
lighter
NO_EXPAND
lighter
NO_EXPAND
lighter
discharge
Circle
Down
Up
Temp
String
Group of ThermoPoleDest this pole belongs to
String
Element of Destination
HEAT
COLD
SHOCK
WAVE
VarName
Variable to be se to true when switch is activated
Number
If >0: only keep switch active for said amount of time
puzzle.thermo-pole
puzzle2
off
tmpOn
tmpOnEnd
on
off
tmpOn
tmpOnEnd
on
tmpOnEnd
tmpOnEnd
off
Charge
Prepare
Activate
assist-puzzle-speed
tmpOn
on
off
flame
ice
shock
wave
String
Element the pole is charged to
String
Type of Pole to select
game.feature.puzzle.entities.push-pull-block
impact.base.actor-entity
impact.base.entity
game.feature.puzzle.components.push-pullable
String
Type of push pull block
VarCondition
Condition for Block to spawn
puzzle
puzzle
showQuick
hideQuick
boxThud
default
moveV
moveH
media/entity/objects/puzzle-elements-1.png
default
moveV
moveH
media/entity/objects/puzzle-elements-1.png
default
moveV
moveH
media/entity/objects/puzzle-elements-1.png
default
move
default
move
String
Type of push pull block
VarCondition
Condition for Block to spawn
puzzle
waveblock
default
phasing
lighter
moveV
moveH
showQuick
hideQuick
default
default
CHARGED
phasing
boxThud
game.feature.puzzle.entities.push-pull-dest
impact.base.actor-entity
impact.base.entity
game.feature.puzzle.components.push-pullable
puzzle
media/sound/puzzle/push-click.ogg
String
Type of push pull dest
Number
Z Movememnt aber PushPullable has been placed
String
How state of box should be saved
String
Variable to increase when push-pullable is placed
PERMANENT
puzzle
boxLockIn
tmp.
map.
entity
_placed
default
game.feature.puzzle.entities.sliding-block
impact.base.actor-entity
impact.base.entity
impact.feature.effect.effect-sheet
puzzle.sliding-block
puzzle
default
BOMB
CHARGED
blocked
slide
game.feature.puzzle.entities.switch
impact.base.entity

media/sound/battle/hit-7.ogg
media/sound/puzzle/switch-activate-2.ogg
VarName
Variable set to true when switch is hit
[ 
 ]
puzzle
off
switchOn
on
switchOff
off
switchOn
on
switchOff
on
off
NO_PUZZLE
switchOn
switchOff
on
off
game.feature.puzzle.entities.destructible
impact.base.entity
impact.feature.effect.effect-sheet
media/sound/battle/block-hit.ogg
media/sound/battle/hit-block.ogg
puzzle.destructible
String
Type of destructible object
EnemyType
Enemy to spawn after destruction
VarCondition
Condition for Enemy to spawn
Boolean
If true, block path map and update when destroyed
Boolean
If true, then destructible stays destroyed after reentering map
VarName
Variable to increase by one when destroyed
VarName
Variable to increase by one when destroyed
effect
destruct
showFast
map._entity
_destroyed
BOMB
CHARGED
shieldBlink
CENTER
hit
Enemy
WEST
EAST
NORTH
SOUTH
puzzle.destructible
medium
cube-debris
medium
default
default
puzzle.destructible
medium
cube-debris
medium
default
default
default
puzzle.destructible
medium
cube-debris
medium
default
default
default
puzzle.destructible
medium
cube-debris
medium
default
default
default
puzzle.destructible
medium
cube-debris
medium
default
default
default
puzzle.destructible
large
cube-debris
large
media/sound/battle/block-hit.ogg
default
default
puzzle.destructible
iceBlockBoom
default
default
puzzle.destructible
bombBlockBoom
bombBlockDebris
BOMB
default
default
puzzle.destructible
bombBlockBoom
bombBlockDebrisWall
BOMB
default
default
puzzle.destructible
bombBlockBoom
bombBlockDebrisWall
BOMB
default
default
puzzle.destructible
bombBlockBoom
bombBlockDebrisWall
BOMB
default
default
puzzle.destructible
keyDoorPre
DUNGEON_KEY
default
default
puzzle.destructible
keyPillarPre
puzzle.destructible
keyPillarBoom
KEY_PILLAR
DUNGEON_KEY
default
default
puzzle.destructible
keyPillarPre
puzzle.destructible
keyPillarBoom
KEY_PILLAR
default
floor
Z_FLAT
default
ar
lighter
puzzle.destructible
keyDoorMasterPre
DUNGEON_MASTER_KEY
media/map/cold-dng.png
default
default
puzzle.destructible
keyDoorMasterPre
DUNGEON_MASTER_KEY
media/map/heat-dng.png
default
default
puzzle.destructible
keyDoorMasterPre
DUNGEON_MASTER_KEY
media/map/shockwave-dng.png
default
default
puzzle.destructible
wallBlockBoom
area.autumn
wallBoom
media/sound/battle/block-hit.ogg
media/map/autumn-outside.png
default
default
puzzle.destructible
wallBlockBoom
area.autumn
wallBoom
media/sound/battle/block-hit.ogg
media/map/autumn-outside.png
default
default
puzzle.destructible
wallBlockBoom
area.autumn
wallBoom
media/sound/battle/block-hit.ogg
media/map/autumn-outside.png
default
default
game.feature.puzzle.entities.item-destruct
impact.base.entity
impact.feature.effect.effect-sheet
game.feature.menu.menu-model
String
Type of destructible object
ItemsDropRate
Items dropped
Boolean
True if cannot be respawned
false
Boolean
True if cannot be destroyed
true
String
var tp set to true once the prop has been destroyed. Only works once.
VarName
add 1 to the given variable
EnemyType
Enemy to spawn after destruction


.respawnTime
map.itemDestructPerma
session.map.itemDestruct
CHARGED
player
propsDestroyed
.respawnTime
map.itemDestructPerma
Enemy
dropped
RANK_PLANTS
DROP_CHANCE
puzzle.destructible
small
area.stones
burstValor
Y_FLAT
media/entity/objects/destructible-stones.png
default
default
dropped
puzzle.destructible
small
area.stones
burstSpace
Y_FLAT
media/entity/objects/destructible-stones.png
default
default
dropped
puzzle.destructible
small
area.stones
burstTruth
Y_FLAT
media/entity/objects/destructible-stones.png
default
default
dropped
puzzle.destructible
small
area.stones
burstSpirit
Y_FLAT
media/entity/objects/destructible-stones.png
default
default
dropped
puzzle.destructible
small
area.stones
burstAges
Y_FLAT
media/entity/objects/destructible-stones.png
default
default
dropped
puzzle.destructible
small
area.stones
burst
Y_FLAT
media/entity/objects/destructible-stones.png
default
default
dropped
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Ground-1
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Ground-2
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Water-1
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Water-2
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Special
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Water-Special
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Fall-Ground-1
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Fall-Ground-2
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Fall-Water-1
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Fall-Water-2
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Fall-Special
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Autumn-Fall-Water-Special
puzzle.destructible
small
area.autumn
plantBurst
Y_FLAT
media/entity/objects/autumn-destructibles.png
default
default
dropped
Bergen-PlantA-1
puzzle.destructible
small
area.bergen
plantBurst
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-PlantA-2
puzzle.destructible
small
area.bergen
plantBurst
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-PlantA-Rare
puzzle.destructible
small
area.bergen
plantBurst
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-PlantB-1
puzzle.destructible
small
area.bergen
plantBurst
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-PlantB-2
puzzle.destructible
small
area.bergen
plantBurst
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-PlantB-Rare
puzzle.destructible
small
area.bergen
plantBurst
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-PlantA-1-Snow
puzzle.destructible
small
area.bergen
plantBurstSnow
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-PlantA-2-Snow
puzzle.destructible
small
area.bergen
plantBurstSnow
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-PlantA-Snow-Rare
puzzle.destructible
small
area.bergen
plantBurst
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-PlantB-1-Snow
puzzle.destructible
small
area.bergen
plantBurstSnow
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-PlantB-2-Snow
puzzle.destructible
small
area.bergen
plantBurstSnow
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-PlantB-Snow-Rare
puzzle.destructible
small
area.bergen
plantBurstSnow
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-Snow-Crystal
puzzle.destructible
small
area.bergen
burstSnow
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Bergen-Vase-1
puzzle.destructible
small
area.bergen
vase-break
Y_FLAT
media/map/bergen-trail.png
default
default
dropped
Cold-Dng-Egg-1
puzzle.destructible
small
area.cold-dng
eggs
media/map/cold-dng.png
default
default
dropped
Cold-Dng-Egg-2
puzzle.destructible
small
area.cold-dng
eggs
media/map/cold-dng.png
default
default
dropped
Cold-Dng-Egg-3
puzzle.destructible
small
area.cold-dng
eggs
media/map/cold-dng.png
default
default
dropped
Cold-Dng-Egg-4
puzzle.destructible
small
area.cold-dng
eggs
media/map/cold-dng.png
default
default
dropped
Cold-Dng-Egg-Special-A
puzzle.destructible
small
area.cold-dng
eggs
media/map/cold-dng.png
default
default
dropped
Cold-Dng-Egg-Special-B
puzzle.destructible
small
area.cold-dng
eggs
media/map/cold-dng.png
default
default
dropped
Heat-Cactus-1
puzzle.destructible
small
area.heat
plantBurst
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Cactus-2
puzzle.destructible
small
area.heat
plantBurst
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Cactus-Special
puzzle.destructible
small
area.heat
plantBurst
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Dry-Cactus-1
puzzle.destructible
small
area.heat
plantBurst
Y_FLAT
media/map/heat-props.png
default
default
dropped
Heat-Dry-Cactus-2
puzzle.destructible
small
area.heat
plantBurst
Y_FLAT
media/map/heat-props.png
default
default
dropped
Heat-Palmapple-1
puzzle.destructible
small
area.heat
plantBurst
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Palmapple-2
puzzle.destructible
small
area.heat
plantBurst
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Palmapple-Special
puzzle.destructible
small
area.heat
plantBurst
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Dry-Bush-1
puzzle.destructible
small
area.heat
plantBurstRed
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Dry-Bush-2
puzzle.destructible
small
area.heat
plantBurstRed
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Dry-Bush-Special
puzzle.destructible
small
area.heat
plantBurstRed
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Bones-1
puzzle.destructible
small
area.heat
boneBurst
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Bones-2
puzzle.destructible
small
area.heat
boneBurst
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Bones-Special
puzzle.destructible
small
area.heat
boneBurst
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Hill-1
puzzle.destructible
small
area.heat
termiteDust
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Hill-2
puzzle.destructible
small
area.heat
termiteDust
Y_FLAT
media/map/heat-area.png
default
default
dropped
Heat-Hill-Special
puzzle.destructible
small
area.heat
termiteDust
Y_FLAT
media/map/heat-area.png
default
default
dropped
Bakii-Vase
puzzle.destructible
small
area.heat
vase-break
Y_FLAT
media/map/heat-area.png
default
default
dropped
Jungle-Flower-1
puzzle.destructible
small
area.jungle
plantBurstViolet
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Flower-2
puzzle.destructible
small
area.jungle
plantBurstViolet
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Flower-Special
puzzle.destructible
small
area.jungle
plantBurstViolet
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Bees-1
puzzle.destructible
small
area.jungle
honeyBurst
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Bees-2
puzzle.destructible
small
area.jungle
honeyBurst
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Bees-3
puzzle.destructible
small
area.jungle
honeyBurst
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Waterplant-1
puzzle.destructible
small
area.jungle
plantBurstWater
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Waterplant-2
puzzle.destructible
small
area.jungle
plantBurstWater
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Waterplant-Special
puzzle.destructible
small
area.jungle
plantBurstWater
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Waterplant-Closed-1
puzzle.destructible
small
area.jungle
plantBurstWater
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Waterplant-Closed-2
puzzle.destructible
small
area.jungle
plantBurstWater
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Shroom-1
puzzle.destructible
small
area.jungle
shroomBurst
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Shroom-2
puzzle.destructible
small
area.jungle
shroomBurst
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Shroom-Special
puzzle.destructible
small
area.jungle
shroomBurst
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Flower-Dotted-1
puzzle.destructible
small
area.jungle
plantBurstViolet
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Flower-Dotted-2
puzzle.destructible
small
area.jungle
plantBurstViolet
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Jungle-Flower-Dotted-Special
puzzle.destructible
small
area.jungle
plantBurstViolet
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Sapphire-Bush-1
puzzle.destructible
small
area.forest
plantBurst
Y_FLAT
media/map/forest.png
default
default
dropped
Z_FLAT
Sapphire-Bush-2
puzzle.destructible
small
area.forest
plantBurst
Y_FLAT
media/map/forest.png
default
default
dropped
Z_FLAT
Sapphire-Bush-Special
puzzle.destructible
small
area.forest
plantBurst
Y_FLAT
media/map/forest.png
default
default
dropped
Z_FLAT
Sapphire-Bamboo-1
puzzle.destructible
small
area.forest
bambooBurst
Y_FLAT
media/map/forest.png
default
default
dropped
Z_FLAT
Sapphire-Bamboo-2
puzzle.destructible
small
area.forest
bambooBurst
Y_FLAT
media/map/forest.png
default
default
dropped
Z_FLAT
Sapphire-Bamboo-Special
puzzle.destructible
small
area.forest
bambooBurst
Y_FLAT
media/map/forest.png
default
default
dropped
Z_FLAT
Sapphire-Cobalt-1
puzzle.destructible
small
area.cave-cobalt
cobaltBurst
Y_FLAT
media/map/cave-cobalt.png
default
default
dropped
Z_FLAT
Sapphire-Cobalt-2
puzzle.destructible
small
area.cave-cobalt
cobaltBurst
Y_FLAT
media/map/cave-cobalt.png
default
default
dropped
Z_FLAT
Sapphire-Cobalt-Special
puzzle.destructible
small
area.cave-cobalt
cobaltBurst
Y_FLAT
media/map/cave-cobalt.png
default
default
dropped
Z_FLAT
puzzle.destructible
small
area.jungle
trashBag
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Z_FLAT
puzzle.destructible
small
area.jungle
trashBag
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Z_FLAT
puzzle.destructible
small
area.jungle
trashBag
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Z_FLAT
puzzle.destructible
small
area.jungle
trashBag
Y_FLAT
media/map/jungle-props.png
default
default
dropped
Z_FLAT
game.feature.puzzle.entities.regen-destruct
impact.base.entity
impact.feature.effect.effect-sheet
puzzle.destructible
String
Type of regen destructible object
VarCondition
Condition for destructible to spawn
VarCondition
Condition for destructible to be active. Otherwise is always 'destroyed'
Boolean
If true, block path map and update when destroyed
Number
Time in seconds for destruct to regenerate
effect
destruct
default
showFast
cut
assist-puzzle-speed
transition
CENTER
regen
default
default
CHARGED
shieldBlink
transition
transition
destroy
cut
WEST
EAST
NORTH
SOUTH
puzzle.destructible
iceBlockBoomQuick
puzzle.destructible
iceBlockRegen
bottomIce
Z_FLAT
cut
transition
Z_EXPAND
fullIce
default
default
transition
puzzle.flame
boom
puzzle.flame
ICE_DISK
shuffle
default
shuffle
default
MEDIUM
HEAVY
shuffle
default
media/entity/effects/heat.png
bottom
Z_FLAT
default
destroy
cut
regen
shuffle
flame
default
destroy
regen
shuffle
puzzle.tesla
boom
puzzle.flame
COMPRESSED
MEDIUM
HEAVY
media/map/shockwave-dng.png
media/map/shockwave-dng.png
media/map/shockwave-dng.png
bottom
Z_FLAT
default
destroy
cut
regen
shock
lighter
default
destroy
regen
ball
Y_FLAT
default
cut
Z_FLAT
destroy
regen
String
Type of Regen Destruct
Boolean
If true: Regen panel has to be active 
game.feature.puzzle.entities.extract-platform
game.config
impact.base.entity
String
Type of extractable platform
Number
The z position when active.
Number
The z position when inactive.
VarCondition
Condition for the platform to move up
media/entity/objects/puzzle-elements-1.png
default
media/entity/objects/puzzle-elements-1.png
default
game.feature.puzzle.entities.dynamic-platform
impact.base.actor-entity
impact.base.entity
String
Type of extractable platform
DynamicPlatformDests
the states to iterate. 
VarCondition
Condition to pause the platform to move.
false
EntityAnim
Animation to be played on pause
Boolean
True if actions should be interrupted when switching states.
VarCondition
Condition for Enemy to spawn
INTERPOLATE_POSITION
showQuick
hideQuick
dynPlatformSmall
on
off
on
off
dynPlatformMedium
on
off
on
off
media/entity/objects/puzzle-elements-1.png
default
move
default
default
move
media/entity/objects/puzzle-elements-1.png
default
move
default
default
move
media/entity/objects/dynamic-blocks.png
redOn
redOff
greenOn
greenOff
blueOn
blueOff
greenOn
greenOff
redOn
redOff
blueOn
blueOff
media/entity/objects/dynamic-blocks.png
Z_EXPAND
redOn
redOff
greenOn
greenOff
blueOn
blueOff
greenOn
greenOff
redOn
redOff
blueOn
blueOff
media/entity/objects/dynamic-blocks.png
Z_EXPAND
blueOn
blueOff
blueOn
blueOff
media/map/arid-interior.png
Z_EXPAND
default
default
default
media/entity/objects/dungeon-ar.png
lighter
default
default
teleport
barrierShow
teleport
barrierHide
media/entity/objects/dungeon-ar.png
lighter
default
default
teleport
barrierShow
teleport
barrierHide
game.feature.puzzle.entities.ol-platform
impact.base.entity
impact.feature.base.entities.object-layer-view
String
Object Layer from which to display graphic.
Number
Z height of displayed object
Number
Wall Y Value
String
Type of ground terrain
OlPlatformStates
States of the platform
String
Speed of transition
Boolean
Speed independent of distance
Boolean
Make sound positional
String
Height-Shape of Block Entity
VarCondition
Condition for prop to appear
rgba(120,255,120, 0.5)
rgba(80,244,80, 0.5)
media/sound/puzzle/push-start.ogg
MEDIUM
RECTANGLE
EASE_IN_OUT
game.feature.puzzle.entities.enemy-counter
game.feature.combat.combat
impact.base.entity
media/sound/puzzle/counter.ogg
media/sound/puzzle/switch-activate-2.ogg
puzzle
VarCondition
VarCondition to make enemy counter appear
String
Enemy Group that is considered for counting
Number
Number of enemies that needs to be defeated
VarName
Variable to be set to true when all enemies are defeated.
VarName
Variable to be set to true when the last marble reached the counter.
VarName
Variable to be set to the current enemyCount value.
VarCondition
if provided: shuffle when condition evaluates to true

 => [
] > [
]
puzzle
enemyCounterAppear
enemyCounterDisappear
VarCondition
Spawn Condition
Select
DEFAULT: set count to kill count and trigger when all killed. INCREASE: just increase countVar every time an enemy dies.
String
Enemy Group that is considered for counting
Number
Number of kills to do.
VarName
Variable to be set to true when all kill count is reached
VarName
Variable to be set to the current enemyCount value.
rgba(0,0,255, 0.5)
rgba(0,0,120, 0.8)

 => [
]
++
game.feature.puzzle.entities.group-switch
impact.base.entity
media/sound/battle/hit-7.ogg
media/sound/puzzle/switch-activate-2.ogg
String
Type of Group Switch
String
Update type for the group switch
String
The associated group for this switch. Must be set for global type switches.
Number
the time the switch (or all switches in the group if global) stays active.
VarName
Variable is set to true when all switches are activated
VarName
This variable stored the number of active switches in this group
VarName
Set to true when one of the first switches in a group is hit.
[ 
 ]\n
++
switch
puzzle
false
on
off
off
switch
spinning
assist-puzzle-speed
switch
switch_end
on
default
off
spinning
switch
switch_end
on
game.feature.puzzle.entities.chest
impact.base.actor-entity
impact.base.entity
game.feature.interact.map-interact
game.feature.inventory.inventory
game.feature.menu.menu-model
String
Type of the chest.
Item
The item to spawn.
Number
Amount of the given item. 0 = 1.
VarCondition
Condition for Enemy to spawn
VarName
the value to add 1 to
VarName
trigger to set to true the only 'once' when chest is activated
VarCondition
Condition for entity to become transparent
Boolean
If true, this chest is not tracked in the area counter
 + 
media/gui/map-icon.png
media/gui/map-icon.png
map.chest
default


map.chest_
NULL
Y_FLAT
media/entity/objects/treasure.png
idle
idleBronze
idleSilver
idleGold
idleKey
idleMasterKey
Y_FLAT
media/entity/objects/treasure.png
idleBronze
idleSilver
idleGold
idleKey
idleMasterKey
media/entity/objects/treasure.png
open
end
Z_FLAT
end
idle
DUNGEON_KEY
DUNGEON_MASTER_KEY
showDefault
hideDefault
SET_TERRAIN_FRICTION_IGNORE
SET_WALK_ANIMS
normal
SET_RELATIVE_SPEED
SET_FACE_TO_ENTITY
SET_FACE_FIX
MOVE_TO_ENTITY_DISTANCE
SHOW_ANIMATION
chestOpen
CHANGE_VAR_BOOL
set
WAIT
OPEN_CHEST
WAIT
SHOW_ANIMATION
preIdle
openChest
openRegular
chests
chests
total
chests
totalRate
open
oO
open
end
idle
idleBronze
keyOpenBronze
idleSilver
keyOpenSilver
idleGold
keyOpenGold
idleKey
idleMasterKey
game.feature.puzzle.entities.quick-sand
impact.feature.influencer.influencer
impact.feature.terrain.terrain
impact.feature.effect.effect-sheet
puzzle.quicksand
sandTrail
VarCondition
Condition for Enemy to spawn
Maps
Map to be loaded
Map
Marker
Marker on map to teleport player to
\n
puzzle.quicksand
quicksand
defaukt
showAlpha
sandDive
TELEPORT
game.feature.puzzle.entities.spiderweb
impact.feature.influencer.influencer
impact.feature.terrain.terrain
impact.feature.effect.effect-sheet
puzzle.quicksand
SPIDER_SLOW_DOWN_GUARD
game.feature.puzzle.entities.steam-pipes
impact.base.entity
impact.feature.effect.effect-sheet
MASSIVE
HEAT
STEAM_PIPE
OTHER
String
Type of rail
pipes
assist-puzzle-speed
lighter
assist-puzzle-speed
puzzle.water-bubble
String
Default turn of turnout
String
Alternative turn of turnout
VarCondition
Condition to switch to turnAlt
pipes
XY_EXPAND
off
on
on
off
steamTurnout
turnoutChange
on
off
puzzle.water-bubble
Boolean
Make sure puzzle element is not slowed down by assist mode
pipes
default
floor
default
top
default
ovenActivate
game.feature.puzzle.entities.tesla-coil
impact.base.entity
impact.feature.effect.effect-sheet
puzzle.tesla
String
Type of TeslaCoil
VarName
Var set to true when tesla coil begins charging
VarName
Var set to true when tesla coil discharges
String
Alignment of effect relative to target
tesla
off
flash
off
teslaSwitch
MASSIVE
HEAT
LIGHTNING
OTHER
lightning
fail
COMPRESSED
charge
charging
chargeStart
off
charge
charge
lighter
flash
flash
lighter
off
charge
charge
lighter
flash
flash
lighter
media/entity/objects/tesla-loose.png
Z_EXPAND
off
charge
charge
lighter
flash
flash
lighter
media/entity/objects/tesla-loose.png
Z_EXPAND
off
charge
charge
lighter
flash
flash
lighter
off
flash
flash
lighter
media/entity/objects/tesla-loose.png
Z_EXPAND
off
flash
flash
lighter
media/entity/objects/tesla-loose.png
Z_EXPAND
off
flash
flash
lighter
Y_FLAT
off
flash
flash
lighter
off
flash
flash
lighter
flash
off
groundShock
MASSIVE
SHOCK
GROUND_SHOCK
OTHER
media/entity/objects/tesla-loose.png
off
flash
flash
lighter
flash
off
groundShock
MASSIVE
SHOCK
GROUND_SHOCK
PLAYER
off
flash
flash
lighter
flash
off
groundShock
NONE
NEUTRAL
DISCHARGE_FISH
SIGNAL
OTHER
game.feature.puzzle.entities.wave-teleport
impact.base.entity
impact.feature.effect.effect-sheet
game.feature.combat.combat-target-event
Number
Minimum angle different between vectors pointing to old and new target position. 0.5= at least 90 degree difference. 1.0= essentially impossible (180 degree)
puzzle.wave-teleport
VarCondition
Condition for Enemy to spawn
Y_FLAT
media/entity/objects/object-effects.png
idle
idle
lighter
idle
appear
disappear
disappear
derp
WAIT
trail
hide
hide
derp
WAIT
show
FASTER
show
CHARGED
game.feature.puzzle.puzzle-steps
impact.base.action
impact.base.event
impact.base.entity
Entity
Destructible to destroy
Entity
Pushpull entity
Vec3
If defined, reset to this position
Offset
Offset relative to entity ground center from which to shoot
String
Alignment relative to entity from which to shoot
Number
The XY speed of the thrown bomb
Number
The z speed of the thrown bomb
Number
Time in seconds the timer of the bomb should be advanced
puzzle2
Integer
Number of bombs
Offset
Offset relative to entity ground center from which to shoot
String
Alignment relative to entity from which to shoot
Vec2
Area on which to rain the bombs randomly
Number
Value to +- vary the z height
puzzle2
Vec3
Where to spawn bomb
Number
From how height the bomb will fall
Number
Value to +- vary the z height
puzzle2
Vec3
Where to spawn bubble
Offset
Offset relative to entity ground center from which to shoot
String
Alignment relative to entity from which to shoot
Number
Time in seconds until bubble explodes
media/entity/objects/object-effects.png
Number
Minimum time that currently targeted element pole should have, if temporary
String
Alignment relative to entity from which to shoot
EXTENDER_LOOSE
EXTENDER_LOOSE_FLIP
SOURCE_LOOSE
SOURCE_LOOSE_FLIP
WHALE_DISCHARGE
String
Alignment relative to entity from which to shoot
String
Type of Teslacoil
String
Alignment relative to entity from which to shoot
String
Element of Shield Ball
HEAT
COLD
SHOCK
WAVE
String
Alignment relative to entity from which to start shockwave
Offset
Offset to position
Number
How high platforms should move
Number
Duration of height movement
Number
Total range of impact
Number
How fast to expand shockwave along xy (pixels per seconds)
Number
Minimum distance to center for platform to move
String
Color to blink while going up
Vec3
Point of first platform to be fixed
Vec3
If defined: Rise all platforms overlapping with the bounding box of A and B
Number
How high platforms should be fixed
Number
If defined, will vary height randomly between this value and height
game.feature.puzzle.entities.rotate-blocker
impact.base.entity
impact.feature.effect.effect-sheet
game.feature.interact.map-interact
ne
se
sw
nw
VarCondition
Condition for Enemy to spawn
String
Start direction of triangular block shape
VarCondition
Condition for RotateBlocker to be active
media/gui/map-icon.png
rotateBlocker
ground
Z_FLAT
off
ne
se
sw
nw
turn
block
lighter
ne
se
sw
nw
ground
Y_FLAT
lighter
turn
turn
turn
turn
turn
turn
turn
turn
turn
puzzle.rotate-blocker
showFast
hideFast
appear
off
disappear
off
openChest
SET_WALK_ANIMS
normal
SET_RELATIVE_SPEED
SET_FACE_TO_ENTITY
SET_FACE_FIX
SHOW_ANIMATION
chestOpen
MOVE_TO_ENTITY_DISTANCE
WAIT
rotate
turn
game.feature.puzzle.entities.boss-platform
impact.base.entity
impact.feature.base.entities.object-layer-view
String
Object Layer from which to display graphic.
Number
Z height of displayed object
String
Height-Shape of Block Entity
Number
Wall Y Value
rgba(120,255,120, 0.5)
rgba(80,244,80, 0.5)
RECTANGLE
media/map/arid-heaven.png
#444
#000
game.feature.puzzle.plug-in
game.feature.puzzle.components.push-pullable
game.feature.puzzle.entities.block
game.feature.puzzle.entities.blockers
game.feature.puzzle.entities.bomb
game.feature.puzzle.entities.water-bubble
game.feature.puzzle.entities.compressor
game.feature.puzzle.entities.water-block
game.feature.puzzle.entities.ice-disk
game.feature.puzzle.entities.key-panel
game.feature.puzzle.entities.ball-changer
game.feature.puzzle.entities.walls
game.feature.puzzle.entities.glowing-line
game.feature.puzzle.entities.lorry
game.feature.puzzle.entities.one-time-switch
game.feature.puzzle.entities.element-shield
game.feature.puzzle.entities.floor-switch
game.feature.puzzle.entities.magnet
game.feature.puzzle.entities.multi-hit-switch
game.feature.puzzle.entities.bounce-switch
game.feature.puzzle.entities.thermo-pole
game.feature.puzzle.entities.push-pull-block
game.feature.puzzle.entities.push-pull-dest
game.feature.puzzle.entities.sliding-block
game.feature.puzzle.entities.switch
game.feature.puzzle.entities.destructible
game.feature.puzzle.entities.item-destruct
game.feature.puzzle.entities.regen-destruct
game.feature.puzzle.entities.extract-platform
game.feature.puzzle.entities.dynamic-platform
game.feature.puzzle.entities.ol-platform
game.feature.puzzle.entities.enemy-counter
game.feature.puzzle.entities.group-switch
game.feature.puzzle.entities.chest
game.feature.puzzle.entities.quick-sand
game.feature.puzzle.entities.spiderweb
game.feature.puzzle.entities.steam-pipes
game.feature.puzzle.entities.tesla-coil
game.feature.puzzle.entities.wave-teleport
game.feature.puzzle.puzzle-steps
game.feature.puzzle.entities.rotate-blocker
game.feature.puzzle.entities.boss-platform
game.feature.puzzle.editors.puzzle-editors
game.feature.menu.menu-steps
impact.base.utils
impact.base.event
impact.base.action
game.feature.menu.menu-model
game.feature.menu.map-model
game.feature.menu.lore-model
DropSelect
drop to update
ENTITY
ItemDestruct
EnemySearch
Enemy to unlock, note that this enemy, use this only for special enemies.
Boolean
if true 'special' will be displayed instead of kill count
combat
kill
combat
enemyCompletionRate
LoreSelect
Lore to unlock. Unlocks ALL entries 
Boolean
True if notification should be displayed
LoreSelect
Lore to the entry is associated with
Lore
LoreEntrySelect
The entry to unlock
Boolean
True if notification should be displayed
Area
Area to select landmark from
areas
Area
Landmarks
Landmark to activate
Area
Area to select landmark from
areas
Area
Landmarks
Landmark to set state of. If not defined: Set state of all landmarks of area (if found)
Boolean
New Active State of Landmark
Maps
Map of the chest
Map
Area
Area of the map
areas
Area
Integer
Entity id of the chest that is no more
String
Alternative Variable used for chest. Do NOT add map. prefix!
maps.


.
chests
chests
total
Shop
The Shop to access. Below you can see the content
Shop
QuestHub
The hub to access.
QuestHub
String
areas
Visited area to be undone. WARNING: Will delete ALL map variables of those maps
game.feature.menu.plug-in
game.feature.menu.area-loadable
game.feature.menu.menu-steps
game.feature.menu.gui.menu-misc
game.feature.menu.gui.base-menu
game.feature.menu.gui.main-menu
game.feature.menu.gui.start-menu
game.feature.menu.gui.equip.equip-menu
game.feature.menu.gui.list-boxes
game.feature.menu.gui.circuit.circuit-menu
game.feature.menu.gui.circuit.circuit-misc
game.feature.menu.gui.item.item-menu
game.feature.menu.gui.map.map-menu
game.feature.menu.gui.social.social-menu
game.feature.menu.gui.save.save-menu
game.feature.menu.gui.options.options-menu
game.feature.menu.gui.shop.shop-menu
game.feature.menu.gui.synop.synop-menu
game.feature.menu.gui.quests.quest-menu
game.feature.menu.gui.quest-hub.quest-hub-menu
game.feature.menu.gui.enemies.enemy-menu
game.feature.menu.gui.lore.lore-menu
game.feature.menu.gui.help.help-menu
game.feature.menu.gui.status.status-menu
game.feature.menu.gui.museum.museum-menu
game.feature.menu.gui.stats.stats-menu
game.feature.menu.gui.trophy.trophy-menu
game.feature.menu.gui.trade.trader-menu
game.feature.menu.gui.botanics.botanics-menu
game.feature.menu.gui.arena.arena-menu
game.feature.menu.menu-model
game.feature.menu.lore-model
String
areas
Area of the map.
fallback
game.feature.menu.editors.area-editors
game.feature.menu.editors.lore-editors
game.feature.menu.editors.shop-editors
game.feature.menu.editors.drop-editors
game.feature.menu.editors.toggle-set-editors
orange
game.feature.quick-menu.gui.quick-item-menu
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.interact.button-group
game.feature.menu.gui.list-boxes
game.feature.menu.gui.menu-misc
media/gui/menu.png
DEFAULT
media/gui/basic.png
media/gui/menu.png
default


sc.gui.menu.select
sc.gui.menu.quantity
sc.gui.menu.item.buff
:
HIDDEN
#7E7E7E
quick-cursor
\\i[
item-default
]
default
flipped
DEFAULT

HIDDEN

game.feature.quick-menu.gui.quick-misc
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.gui.base.numbers
game.feature.combat.combat
game.feature.menu.gui.enemies.enemy-pages
game.feature.quick-menu.gui.quick-item-menu
media/gui/menu.png
default
HIDDEN
heal
DEFAULT
HIDDEN
HIDDEN
\\i[
]\\i[
]
 \\c[1]- 
%\\c[0]
 \\c[2]+ 
%\\c[0]
param
elemFactor
heat
cold
shock
wave
hp
maxhp
attack
atk
defense
def
focus
foc
modifier.

ERROR ERROR
sc.gui.menu.equip.
descriptions.

elemFactor
media/gui/menu.png
default
Autumn's Rise - Entrance
HIDDEN
DEFAULT
HIDDEN
DEFAULT
HIDDEN
HIDDEN
DEFAULT
HIDDEN
 - 
media/gui/menu.png
default

maxhp
atk
def
foc
HIDDEN
#CCCCCC
DEFAULT
HIDDEN
false
hp
attack
defense
focus
elemFactor
sc.gui.menu.equip.
default
flipped
media/gui/menu.png
default
default
HIDDEN
offsetY
HIDDEN
offsetY
media/gui/menu.png
default
default
game.feature.quick-menu.gui.quick-screen-types
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.feature.interact.gui.focus-gui
game.feature.gui.base.numbers
game.feature.combat.combat
game.feature.quick-menu.gui.quick-misc
media/gui/menu.png
HIDDEN
HIDDEN
HIDDEN
DEFAULT
DEFAULT
HIDDEN
HIDDEN
DEFAULT
DEFAULT
HIDDEN
???
HIDDEN
HIDDEN
DEFAULT
HIDDEN
sc.gui.trade.trader
: 
sc.gui.trade.trader
sc.gui.trade.shop
: 
sc.gui.trade.shop
sc.gui.trade.quest
: 
sc.gui.trade.quest
???
HIDDEN
HIDDEN
DEFAULT
HIDDEN
game.feature.quick-menu.gui.quick-screen
impact.base.image
impact.feature.gui.gui
game.feature.quick-menu.gui.quick-screen-types
game.feature.menu.gui.menu-misc
game.feature.quick-menu.gui.quick-misc
media/gui/menu.png
media/gui/menu.png
lighter
HIDDEN
HIDDEN
DEFAULT
DEFAULT
DEFAULT
DEFAULT
DEFAULT
HIDDEN
HIDDEN
HIDDEN
HIDDEN
lighter
game.feature.quick-menu.gui.circle-menu
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.interact.button-group
media/gui/menu.png
DEFAULT
HIDDEN
DEFAULT
HIDDEN
media/sound/menu/menu-hover.ogg
media/gui/menu.png
HIDDEN
PRE_DEFAULT
DEFAULT
HIDDEN
DEFAULT
HIDDEN
items
analyze
party
map
sc.gui.quick-menu.description.
game.feature.quick-menu.gui.quick-party
impact.base.image
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
game.feature.interact.button-group
game.feature.menu.gui.list-boxes
game.feature.menu.gui.menu-misc
game.feature.quick-menu.gui.quick-item-menu
media/gui/basic.png
media/gui/menu.png
default


sc.gui.quick-menu.strategy.headers.target
sc.gui.quick-menu.strategy.headers.behaviour
sc.gui.quick-menu.strategy.headers.arts
TARGET
BEHAVIOUR
ARTS
HIDDEN
#7E7E7E
#7E7E7E
#7E7E7E

\\i[party-
-
]
sc.gui.quick-menu.strategy.description.
default
flipped
TARGET
BEHAVIOUR
ARTS
DEFAULT
HIDDEN
sc.gui.quick-menu.strategy.names.
WHATEVER
MY_ENEMY
OTHERS
OFFENSIVE
DEFENSIVE
DO_NOTHING
NORMAL
OFTEN
NEVER
game.feature.quick-menu.gui.quick-menu
impact.base.image
impact.feature.gui.gui
game.feature.quick-menu.gui.quick-screen
game.feature.quick-menu.gui.circle-menu
game.feature.quick-menu.gui.quick-item-menu
game.feature.quick-menu.gui.quick-party
game.feature.menu.gui.menu-misc
DEFAULT

quick-location
HIDDEN
DEFAULT
HIDDEN
quick-location

quick-location
game.feature.quick-menu.entities.analyzable
impact.base.entity
game.feature.quick-menu.gui.quick-screen-types
Analyzable[

]
VarCondition
Condition for Enemy to spawn
Select
Type of the Analyzable
DEFAULT
VarCondition
???
LangLabel
Name to display above the entity
Number
If defined will be visible at the border if below the given distance

rgba(0,255,0, 0.5)
Analyzable
game.feature.quick-menu.plug-in
game.feature.quick-menu.quick-menu-model
game.feature.quick-menu.gui.quick-menu
game.feature.quick-menu.gui.circle-menu
game.feature.quick-menu.gui.quick-item-menu
game.feature.quick-menu.entities.analyzable
game.feature.quick-menu.editors.quick-menu-editors
game.feature.tutorial.input-forcer
impact.base.game
impact.feature.gui.gui


HIDDEN
DEFAULT
HIDDEN
media/sound/hud/popup-2.ogg
InputForcer
dj
ufa
forceInput
forceInput
game.feature.tutorial.tutorial-steps
impact.base.action
game.feature.tutorial.input-forcer
String
Name of player config
LangLabel
Title of input forcer
LangLabel
Text for Keyboard
LangLabel
Text for Gamepad
game.feature.tutorial.plug-in
game.feature.tutorial.input-forcer
game.feature.tutorial.tutorial-steps
game.feature.trade.gui.trade-icon
impact.feature.gui.gui
impact.feature.gui.base.box
impact.feature.gui.base.basic-gui
game.feature.interact.map-interact
media/gui/message.png
default
media/gui/menu.png
HIDDEN
DEFAULT
HIDDEN
\\i[
item-default
]
sc.gui.trade.tradeOffer
#ccc
\\c[4]
\\c[0]
HIDDEN
game.feature.trade.trade-steps
impact.base.action
impact.base.event
TraderSelect
The trader to reset.
Boolean
If true, use branches to determine whether things where traded or not.
traded
ON TRADE DONE
canceled
ON TRADE CANCELED
_end
end trade
???
traded
canceled
game.feature.trade.plug-in
game.feature.trade.gui.trade-menu
game.feature.trade.gui.trade-icon
game.feature.trade.trade-steps
game.feature.trade.editors.trade-editor
game.feature.save-preset.save-preset
impact.base.loader
impact.base.game
0-before-boss
1-rhombus-dng-start
2-continue-story
3-autumn-rise
4-apollo-duel
5-before-bergen
6-before-maroon
7-fajro-temple
8-autumns-fall
SavePresetData
data/save-presets/
.json
game.feature.save-preset.plug-in
game.feature.save-preset.save-preset
game.feature.xeno-dialogs.entities.xeno-dialog
impact.base.entity
impact.feature.effect.effect-sheet
XENO_DIALOG[

]
VarCondition
optional spawn condition, leave empty for true
XenoDialog
The dialog
Boolean
If true, ignore Z pos when checking range
Boolean
if true, skip dialog wait after dialog has been completed resulting in an endless dialog loop
Boolean
Only play this dialog once.
rgba(128,0,128, 0.5)
rgba(200, 200, 200, 0.1)
rgba(128,0,128, 0.5)


npc
map.xeno-dialog-once_
Xeno MSG 
map.xeno-dialog-once_
Hello World
vD
xeno-pointer
xenoAlert
map.xeno-dialog-once_
Xeno MSG 
game.feature.xeno-dialogs.gui.xeno-icon
impact.feature.gui.gui
impact.feature.gui.base.box
impact.feature.gui.base.basic-gui
game.feature.interact.map-interact
game.feature.msg.gui.msg-skip-hud
media/gui/message.png
default
This is a sample text.
HIDDEN
HIDDEN
This is an empty test
highlight
default
DEFAULT
HIDDEN
HIDDEN
game.feature.xeno-dialogs.plug-in
game.feature.xeno-dialogs.entities.xeno-dialog
game.feature.xeno-dialogs.gui.xeno-icon
game.feature.xeno-dialogs.editors.xeno-dialog-editor
game.feature.quest.quest-types
THROWS_ERROR
Item
The item to collect.
Number
the amount you need to collect.
Boolean
True if the player can keep the items
false
Boolean
true
True if the name should be hidden until at least one of the item has been found or the sub task is finished
Boolean
true
True if the max number should be hidden until the subtask is solved.
EnemyName
The enemy you need to defeat
Number
the amount you need to defeat.
RESTORE [KILL]: enemy:
, amount: 
String
The label inside the quest that will be set to true
LangLabel
The text that should be displayed as subtask
LangLabel
short version for minified GUI
<b>CONDITION</b>  <code>label:
 text: <i style='color: orange'>
LangLabel
</i>


RESTORE [CONDITION]: label:
SubQuestSelect
Quest to solve. Select parent quest first.
LangLabel
The text that should be displayed as subtask
LangLabel
short version for minified GUI
<b>QUEST</b>  <code>quest:
 text: <i style='color: orange'>
LangLabel
</i>


SubQuest done after prev task finished: 
 | state: 
Select
The item to check
areas
Number
the amount you need to unlock.

CONDITION
COLLECT
LANDMARK
QUEST





???
???

???
Sub Quest found in
 task. Can only be in first task!
game.feature.quest.quest-model
impact.base.game
impact.base.loader
impact.feature.database.database
game.config
game.feature.quest.quest-types
game.feature.model.game-model
game.feature.combat.combat
game.feature.timers.timers-model
rookie-harbor
autumn-area
autumn-fall
bergen-trails
heat-area
heat-village
jungle-city
Quests
quests
QuestEnumEditor
Quests
questHubs
QuestHubList
Quest Hubs
quest
VarQuestEditor
questHubs
VarQuestHubEditor
tmp._questRewardsFinished
QuestSolvedDialog
WAIT
ADD_GUI
QuestSolvedDialog
WAIT_UNTIL_TRUE
tmp._questRewardsFinished
WAIT
Bq
QUEST_ACCEPTED
Could not find quest with ID: 
Static quest is already finished! Quest ID: 
quests
active
QUEST
QUEST_ACCEPTED
CONDITION
Tried to solve condition of quest that is not active
Static quest has already been finished! ID: 
Quest with State %O is not an active quest and cannot be finished!
quests
solved
quests
solvedTotal
QUEST
QUEST
NO QUEST
quest
started
solved
task
currentTask
subtask
subvalue

subrequire

label
task
currentTask
KILL
LANDMARK
COLLECT
COLLECT
COLLECT
COLLECT
COLLECT
quests
exp
quests
money
ALL_ELEMENTS
quest
cp
ALL
ALL
quest
cp
ALL
quests
rewards
player
playtime
player
playtime
quests
%cDATABASE: %cLoaded Static Quests: \n%O
color:orange

???
???
sc.gui.loading.questUpdate
quests
solvedTotal
QUEST
quests
subtasks
quests
subtasks
quests
tasks
quests
tasks
quests
tasks
quests
subtasks
quests
subtasks
quests
tasks
quests
tasks
QUEST
COLLECT
LANDMARK
quests
subtasks
quests
subtasks
quests
tasks
game.feature.quest.quest-steps
impact.base.action
impact.base.entity
impact.base.event
game.feature.quest.quest-model
game.feature.menu.gui.quests.quest-misc
LangLabel
Name of the quest
Number
Level of the quest
LangLabel
Starting description text
LangLabel
Ending description text
QuestRewards
The rewards the player gets for completing the quest.
QuestTaskList
The tasks to complete
<b style='color: limegreen'>CREATE QUEST</b> name: <i>
</i>, description: <i>
</i>, tasks: <i>
</i>
Cf
QuestNameSelect
The quest to start
<b style='color: limegreen'> START STATIC QUEST </b> <i>
</i>

QuestLabelSelect
The label to set to active
<b style='color: limegreen'> SOLVE QUEST CONDITION </b> <i>
QuestLabelSelect
</i>
Quest
the quest to update. ONLY WORKS IF QUEST IS ACTIVE!
<b style='color: limegreen'> UPDATE QUEST LOCATION </b> <i>
</i>
Quest
The quest on which the index should be reset
Quest
TaskIndex
The quest task to reset to
Quest
The quest to open
Character
Character to use as quest giver, override default and can be used in event triggers.
Maps
Map to show instead of the automated one
accepted
on accept
declined
on decline
_end
end quest dialog
???
accepted
declined
QuestNameSelect
The label to set to solve
<b style='color: limegreen'> OPEN QUEST DIALOG </b> <i>
</i> 
tmp._questRewardsFinished
game.feature.quest.plug-in
game.feature.quest.quest-types
game.feature.quest.quest-steps
game.feature.quest.quest-model
game.feature.quest.editors.quest-editors
game.feature.quest.editors.quest-hub-editors
limegreen
game.feature.party.party-steps
impact.base.action
impact.base.event
game.feature.party.party
String
Party member to add
Boolean
True if online.
String
Party member to change
Boolean
True if locked.
String
Party member to add
String
Status to set
String
Status to set
String
Party member to add
NPC
NPC that will turn into the party member
Boolean
If true: skip NPC show effect
Boolean
If true: add Party member temporary
String
Party member to add
Integer
Level to set
Integer
Exp to set
Boolean
If true, also update equipment of party member
String
Party member to modify
Boolean
If true: party member won't die, even if you kill him
String
Party member to add
String
Type of Core.
0
0 SP
4 SP
8 SP
12 SP
16 SP
String
Party member to add
Boolean
If true: has all elements. If false: has all elements player has
String
Party member to add
NPC
NPC that will turn into the party member
Boolean
If true: skip NPC show effect
String
Party member to revive
Number
Battie AI Factor: 0=default, 1=always the best possible decision.
Number
Aggressiveness Factor: 0=default, 1=attacks as often as possible
Number
Influence enemy targeting behavior: 0=default, 1=enemies will always target party members
String
Kind of temp target
Boolean
If true: also include self as possible target
Array
Only for enemy: filter for enemy type
EnemySearch
StringExpression
Search Key used for some selection criteria of 'kind'
game.feature.party.party-member-model
game.feature.model.base-model
game.feature.combat.model.combat-params
game.feature.combat.entities.ball
game.feature.player.player-config
game.feature.achievements.stats-model
DEFAULT
Xl
xH
PARTY_MEMBER_EVENT
REVIVED
tR
SANDWICH
consumeItem
SET_FACE
SOUTH
WAIT
SHOW_FOOD_ICON
SHOW_ANIMATION
itemFetch
SHOW_ANIMATION
itemHold
WAIT
CHANGE_FOOD_ICON
BUBBLE
PLAY_SOUND
media/sound/move/eat.ogg
SHOW_ANIMATION
itemEatFast
WAIT
CHANGE_FOOD_ICON
DONE
CONSUME_PARTY_SANDWICH
SHOW_ANIMATION
itemEffect
WAIT
game.feature.party.entities.party-member-entity
game.feature.player.entities.player-base
ATTACK_SPECIAL
THROW_SPECIAL
GUARD_SPECIAL
DASH_SPECIAL
ATTACK
THROW
GUARD
DASH
BEHAVIOUR
BEHAVIOUR
BEHAVIOUR
TARGET
BEHAVIOUR
ARTS
THROW_CHARGED
THROW_NORMAL
THROW_NORMAL_REV
dashDir
ATTACK
ATTACK_REV
dashDir
dashDir
ATTACK_FINISHER
ATTACK
ATTACK_REV
dashDir
DASH
normal
battle
aiming
guard
collType
collType
collType
maxVel
relativeVel
showDefault
CENTER
charge
party-combat-arts
party-combat-arts
elemFactor
HP_REGEN
SPIKE_DMG
STUN_THRESHOLD
CRITICAL_DMG
BEHAVIOUR
BEHAVIOUR
showFast
enemyStart
WAIT
enemyStart
SHOW_EFFECT
teleport
hideDefault
CENTER
game.feature.party.plug-in
game.feature.party.party
game.feature.party.party-steps
game.feature.party.party-member-model
game.feature.party.entities.party-member-entity
game.feature.party.editors.party-editors
game.feature.common-event.common-event
impact.feature.storage.storage
game.feature.party.party
D
E
C
B
A
S
ENTER
LEAVE
Array
Types of enemy attacking
String
enemies
Integer
LevelGap: Enemy Level - Player Level
Integer
LevelGap: Enemy Level - Player Level
Boolean
If defined: only trigger when player started battle if true or if not player started if false
Boolean
If defined => true: only trigger when start of battle, false: only trigger when enemies join during battle
String
Type of enemy defeated
enemies
Integer
Minimum amount of killed enemies
String
Minimum rank at cooldown
Array
Type of enemy defeated
String
enemies
Integer
Minimum amount of killed enemies
String
Minimum rank at cooldown
String
Rank that was reached since last cooldown
Integer
Minimum Level reached
String
Party member that just DIED
String
Type of party member event
DIES
REVIVED
EQUIP_UPDATE
String
If defined: react on map dungeon change
String
If defined: react on area dungeon change
String
Party member that we do the social action with
String
Type of social action
REGULAR
SOMETIMES
RARE
commonEvents
CommonEnumEditor
Common Events
commonEvents
data/database.json
Number
game.feature.common-event.common-event-steps
game.feature.common-event.common-event
impact.base.action
impact.base.event
String
Type of Common Event
CallEvent
Call event that will be called.
String
Type of Common Event to cancel
game.feature.common-event.plug-in
game.feature.common-event.common-event
game.feature.common-event.common-event-steps
game.feature.common-event.editors.common-event-editors
game.feature.voice-acting.voice-acting
impact.base.game
media/sound/va/
voiceActing

game.feature.voice-acting.va-config
game.feature.voice-acting.voice-acting
main.lea
lea/bye.ogg
Bye
lea/bye-question.ogg
Bye?
lea/haaaaii.ogg
lea/haaaaii-2.ogg
Hi
EXCITED
lea/hi-dissapointed.ogg
Hi
EXHAUSTED
ANNOYED
MOPING
lea/hi-question.ogg
Hi
SURPRISED_TOWARD
SURPRISED_AWAY
NERVOUS
lea/hi.ogg
lea/hi-2.ogg
lea/hi-3.ogg
Hi
lea/how.ogg
lea/how-2.ogg
How
lea/lea.ogg
lea/lea-2.ogg
lea/lea-3.ogg
Lea
lea/lea-dissapointed.ogg
Lea
ANNOYED
MOPING
lea/hmmm.ogg
...!
lea/seufz.ogg
lea/seufz-2.ogg
...
lea/huh.ogg
...?
[nods]
[shakes head]
main.shizuka
shizuka/alligator.ogg
shizuka/bakka.ogg
shizuka/bakka-2.ogg
shizuka/bakka-3.ogg
shizuka/chikusho.ogg
shizuka/gomenasai.ogg
shizuka/jameruuu.ogg
shizuka/jameruuu-2.ogg
shizuka/jameruuu.ogg
shizuka/jameruuu-2.ogg
shizuka/kawaiiii.ogg
main.sergey
sergey/binary.ogg
sergey/can-you-hear-me.ogg
sergey/customer-service.ogg
sergey/hotline.ogg
sergey/is-this-working.ogg
sergey/is-this-working-2.ogg
sergey/turn-it-off-and-on.ogg
main.schneider
schneider/ah-hallo.ogg
schneider/bratwurst.ogg
schneider/fabelhaft.ogg
schneider/holeroe.ogg
schneider/holeroe-2.ogg
schneider/holeroe-3.ogg
Holer\u00f6
schneider/holla-the-woodfairy.ogg
schneider/i-think-i-spider.ogg
schneider/ja.ogg
schneider/jaja-thats-how-it-is.ogg
schneider/my-akzent.ogg
schneider/my-lovely.mister-singing-club.ogg
schneider/my-pig-whistles.ogg
schneider/neineinein.ogg
schneider/noone-can-reach-me-the-water.ogg
schneider/sauerkraut.ogg
schneider/schifffahrtskapitaensmuetze.ogg
schneider/that-makes-me-nobody-so-easy-after.ogg
main.emilie
emilie/au-reviour.ogg
revoir
emilie/bonjour.ogg
emilie/bonjour-2.ogg
Bonjour
emilie/non.ogg
non
emilie/oui.ogg
emilie/oui-2.ogg
oui
emilie/je-mapelle-emilie.ogg
emilie
emilie/sacre-bleu.ogg
emilie/sacre-bleu-2.ogg
Sacrebleu
emilie/oulala-2.ogg
emilie/oulala-3.ogg
emilie/exquise-moir.ogg
main.carla
carla/atta-girl.ogg
attagirl
carla/come-on.ogg
C'mon
carla/good-job.ogg
Good
carla/gotcha.ogg
gotcha
carla/u-know.ogg
y'know
main.captain
jet/aarrr.ogg
jet/ahoi.ogg
jet/aye.ogg
jet/aye-mate.ogg
jet/dead-men-tell-no-lies.ogg
jet/fire-in-the-hole.ogg
jet/hmpf.ogg
jet/hmpf-2.ogg
jet/laugh.ogg
jet/scallywag.ogg
jet/time-for-some-grog.ogg
jet/walk-the-plank.ogg
jet/yarrr.ogg
jet/ye-dobber.ogg
Dobber
jet/ye-hornswaggle.ogg
main.genius
satoshi/cough.ogg
satoshi/cough-2.ogg
satoshi/cough-3.ogg
satoshi/daijube.ogg
satoshi/daijube.ogg
satoshi/yatta.ogg
satoshi/yatta.ogg
antagonists.designer
designer/amusing.ogg
designer/amusing-2.ogg
designer/everything-by-design.ogg
designer/extraordinary.ogg
designer/laugh.ogg
designer/laugh-2.ogg
designer/proposterous.ogg
preposterous
designer/tse.ogg
designer/we-are-pleased.ogg
antagonists.gautham
shady-guy/baka.ogg
shady-guy/kuso.ogg
shady-guy/kuso-2.ogg
shady-guy/madda-madda.ogg
shady-guy/madda-madda-2.ogg
shady-guy/masaka.ogg
shady-guy/masaka-2.ogg
shady-guy/masaka-3.ogg
shady-guy/mate.ogg
shady-guy/mate-2.ogg
shady-guy/nani.ogg
shady-guy/nani-2.ogg
shady-guy/nani-3.ogg
shady-guy/nyehehe.ogg
antagonists.fancyguy
apollo/cop.ogg
apollo/cop-2.ogg
apollo/hold-it.ogg
apollo/hold-it-2.ogg
apollo/hold-on.ogg
apollo/objection.ogg
apollo/stay-there.ogg
apollo/wait-a-minute.ogg
apollo/wait-a-minute-2.ogg
apollo/you-are-cheating.ogg
apollo/you-cheater.ogg
cheat
apollo/you-faker.ogg
apollo/youre-no-real-spheromancer.ogg
game.feature.voice-acting.plug-in
game.feature.voice-acting.voice-acting
game.feature.voice-acting.va-config
game.feature.credits.credit-loadable
impact.base.game
impact.base.loader
Credit
json
data/credits/
.json
game.feature.credits.gui.credits-gui
game.feature.gui.base.boxes
impact.feature.gui.gui
impact.feature.gui.base.basic-gui
impact.base.image
impact.base.lang
game.feature.gui.base.boxes
game.feature.credits.credit-loadable
game.feature.gui.base.text
HIDDEN
DEFAULT
HIDDEN
BASE
IMAGE
TRIGGER
CENTER
DEFAULT
HIDDEN
HIDDEN
DEFAULT
HIDDEN
HIDDEN
HIDDEN
DEFAULT
CENTER
RIGHT
game.feature.credits.credits-steps
impact.base.action
impact.base.event
game.feature.credits.credit-loadable
String
Name of the section. MUST BE GIVEN
Select
Credit Section to show
credits
No name for credits entry!
CreditSection
String
Name of the credit section gui which contains the trigger
CreditsTriggerSelect
Name of the trigger
trigger
credits
String
Name of the section. MUST BE GIVEN
Boolean
If true, waits until credits entry is really offscreen
name
game.feature.credits.plug-in
game.feature.credits.credit-loadable
game.feature.credits.gui.credits-gui
game.feature.credits.credits-steps
pink
pink
game.feature.credits.editors.credits-editors
game.feature.arena.entities.arena-spawn
impact.base.entity

String
Text to display in information.
text
rgba(30, 30, 30, 0.5)
rgba(0, 0, 0, 0.5)
\n

game.feature.arena.arena-loadable
impact.base.game
impact.base.loader
ARENA_CACHE
arenaCacheKey
CupAsset
json
data/arena/
.json
game.feature.arena.arena
impact.base.game
impact.feature.storage.storage
game.feature.model.base-model
game.feature.arena.entities.arena-spawn
game.feature.arena.arena-loadable
SOLO_CUP
TEAM_CUP
SOLO_CUSTOM
TEAM_CUSTOM
DEFAULT
test-cup
Arena
arena
String
Cup with id '
' already exists.
%cLOADABLE: %cLoading Cup Cache: \n%O
color:#149AEB

%cLOADABLE: %cClearing Cup Cache: \n%O
color:#149AEB

Cup not found: 
arena
arena
Unsupported var access path: 
Ab
\\c[1]~
\\c[0]
\\c[1]~
\\c[0]
\\i[diff-
]
\\c[1]~
\\c[0]
TODO: save arena
TODO: load arena progress
game.feature.arena.arena-steps
impact.base.action
impact.base.entity
game.feature.arena.arena
Boolean
If true, open menu for custom cups.
game.feature.arena.plug-in
game.feature.arena.arena
game.feature.arena.entities.arena-spawn
game.feature.arena.arena-steps
game.features
game.loader
game.constants
impact.feature.database.plug-in
impact.feature.gamepad.plug-in
impact.feature.base.plug-in
impact.feature.bgm.plug-in
impact.feature.event-sheet.plug-in
impact.feature.camera.plug-in
impact.feature.rumble.plug-in
impact.feature.slow-motion.plug-in
impact.feature.effect.plug-in
impact.feature.gui.plug-in
impact.feature.light.plug-in
impact.feature.height-map.plug-in
impact.feature.navigation.plug-in
impact.feature.map-content.plug-in
impact.feature.map-image.plug-in
impact.feature.overlay.plug-in
impact.feature.dream-fx.plug-in
impact.feature.parallax.plug-in
impact.feature.screen-blur.plug-in
impact.feature.terrain.plug-in
impact.feature.interact.plug-in
impact.feature.env-particles.plug-in
impact.feature.storage.plug-in
impact.feature.weather.plug-in
impact.feature.map-sounds.plug-in
impact.feature.nwf.plug-in
impact.feature.video.plug-in
impact.feature.influencer.plug-in
impact.feature.greenworks.plug-in
game.feature.version.plug-in
game.feature.timers.plug-in
game.feature.achievements.plug-in
game.feature.auto-control.plug-in
game.feature.inventory.plug-in
game.feature.font.font-system
game.feature.ar.plug-in
game.feature.base.plug-in
game.feature.bgm.plug-in
game.feature.character.plug-in
game.feature.combat.plug-in
game.feature.game-code.plug-in
game.feature.gui.plug-in
game.feature.map-content.plug-in
game.feature.model.plug-in
game.feature.skills.plug-in
game.feature.msg.plug-in
game.feature.interact.plug-in
game.feature.npc.plug-in
game.feature.player.plug-in
game.feature.puzzle.plug-in
game.feature.control.control
game.feature.menu.plug-in
game.feature.quick-menu.plug-in
game.feature.tutorial.plug-in
game.feature.trade.plug-in
game.feature.save-preset.plug-in
game.feature.xeno-dialogs.plug-in
game.feature.quest.plug-in
game.feature.party.plug-in
game.feature.common-event.plug-in
game.feature.voice-acting.plug-in
game.feature.credits.plug-in
game.feature.arena.plug-in
game.feature.beta.beta-controls
impact.base.game
BetaControls
langedit
savedialog
game.feature.beta.plug-in
game.feature.beta.beta-controls
impact.feature.lang-edit.lang-edit
impact.base.game
https://www.cross-code.com/page/api/
lang-edit-submit.php
lang-edit-overview.php
lang-edit-list.php
lang-edit-resolve.php
lang-send.php
lang-get.php
lang-batches.php
LangEdit
You can only submit langLabels to lang-edit
You can only submit langLabels to lang-edit
You can only submit langLabels to lang-edit
.map
.recent
ccLangEditUser
ccLangEditUser
ccLangEditEmail
div
langEdit
div
container
header
<h2>
sc.gui.lang-edit.title
</h2>
<button>
sc.gui.lang-edit.map
</button>
<button>
sc.gui.lang-edit.recent
</button>
userInfo
sc.gui.lang-edit.user-prefix
name
email
sc.gui.lang-edit.user-edit
</a></div>
form
user
<h2>
sc.gui.lang-edit.user-credentials
</h2>
text
userName
'+ig.lang.get(
)+'
text
userEmail
'+ig.lang.get(
)+'
button
sc.gui.lang-edit.submit
</button>
click
map
recent
footer
submit
sc.gui.lang-edit.send-report
</button>
button
sc.gui.lang-edit.cancel
</button>
click
click
a
click
saving
sc.gui.lang-edit.sending
</div>
none
error
sc.gui.lang-edit.error
</h2><div></div></div>
none
click
click
original
.modification
.comment
edit
edit
edit
click
click
ul
li
label
hidden
id[]
id
hidden
file[]
file
original[]
original
modification[]
modification
comment[]
comment
'+ig.lang.get(
)+'
li.edit
.modification
.original
.comment

edit
ccLangEditUser
ccLangEditEmail
.userInfo .name
.userInfo .email
data/maps/
.json
li.edit
.id
.original
.modification
.comment
.file
data=
POST
json
div
div
No response?
impact.feature.lang-edit.plug-in
impact.feature.lang-edit.lang-edit
game.beta
game.feature.beta.plug-in
impact.feature.lang-edit.plug-in
game.main
impact.base.game
game.config
game.features
game.beta
media/entity/shadow.png
dust
teleport
npc
combatant
media/sound/hud/popup.ogg
aim
dash
scrollUp
scrollDown
snapshot
langedit
savedialog
fullscreen
NEW
LOAD
rookie-harbor.west
start
NEW
rhombus-dng.entrance
start
NEW
NEW
hideout.entrance
start
NEW
playerDefeat
ADD_SLOW_MOTION
playerRespawn
SET_ZOOM_BLUR
MEDIUM
SET_CAMERA_TARGET
EASE_OUT
WAIT
CLEAR_SLOW_MOTION
playerRespawn
ADD_SLOW_MOTION
SET_CAMERA_ZOOM
EASE_IN
WAIT
WAIT
SET_OVERLAY_CORNER
RED
SET_OVERLAY
white
WAIT
ADD_SLOW_MOTION
SET_OVERLAY
black
WAIT
LOAD
FORCE_UPDATE
DO_ACTION
WAIT
WAIT_UNTIL_ON_GROUND
MAP_ENTERED
#canvas
#game