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Patryk Gensch df6cf2f3d3
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EPISODE

A logical segment of the game — a container of scenes (SCENE) inside an APPLICATION. In practice, AidemMedia games used a single episode for the whole game.

Fields

SCENES

STRING SCENES

The list of scene names that make up the episode, separated by commas.

PATH

STRING PATH

Path relative to the dane directory containing the episode's files. Used by the engine when locating the scenes' .CNV files.

STARTWITH

STRING STARTWITH

The name of the scene that starts the episode.

Metadata

The following fields are stored as metadata and do not directly affect engine behaviour:

  • AUTHOR — file author.
  • CREATIONTIME — file creation date.
  • DESCRIPTION — episode description.
  • LASTMODIFYTIME — file last-modification date.
  • VERSION — episode version.

Methods

BACK

void BACK()

Returns to the scene that was active immediately before the current one.

Examples

PRZYGODA^BACK();

GETCURRENTSCENE

STRING GETCURRENTSCENE()

Returns the name of the currently active scene.

Returns: the scene name.

Examples

PRZYGODA^GETCURRENTSCENE();

GETLATESTSCENE

STRING GETLATESTSCENE()

Returns the name of the scene that was active immediately before the current one — the scene that BACK would return to.

Returns: the previous scene's name.

GOTO

void GOTO(STRING sceneName)

Switches the game to the given scene.

Parameters

  • sceneName — target scene name.

Examples

PRZYGODA^GOTO("CREDITS");
PRZYGODA^GOTO("MAGIC");
PRZYGODA^GOTO(G_SARCADEOBJECTS);
PRZYGODA^GOTO(UFO^RUN(["VARLEVEL"+VARNR], "GET"));