# velius.gd

Extends: Node

# Description

WARNING

This document gets automatically generated using the GDScript Docs Maker (opens new window)

The Velius class represents the whole backend of the game. It also works as the API between themes and MysterMaker project files. To acces it when developing a theme, please use the official Velius-Engine SDK. To access it when developing a mystery, you can use Velius.<PROPERTY/METHOD> in your scripts.

# Property Descriptions

# next

var next: Dictionary
  • Setter: set_next

Contains the current dialogue

# json_data

var json_data: Dictionary

# current_json_path

var current_json_path: String

# current_json_location

var current_json_location: String

# current_chapter_id

var current_chapter_id: int

# current_dialogue_id

var current_dialogue_id: int

# current_location_id

var current_location_id: int

# Method Descriptions

# set_next

func set_next(new_next: Dictionary) -> void

# get_dialogue_by_id

func get_dialogue_by_id(id: int, chapter_id) -> Dictionary

Returns Dictionary containing the dialogue's data If id not found: returns empty Dictionary

# get_action

func get_action(id: int) -> String

Returns a choice's action string

# start_chapter

func start_chapter(json_path: String, chapterID: int, dialogue_id = 0) -> var

Loads a Mystery's data and theme After loading the given chapter will get displayed

# run_dialogue

func run_dialogue(data: Dictionary) -> void

Runs a dialogue with the given data Replaces all '@'-variables with their string value

# run_location

func run_location(l: Dictionary) -> void

Run location view TODO: Implement

# go_next

func go_next() -> void

Jumps to the next dialogue TODO: Implement

# end

func end() -> void

Ends the mystery processing

# go

func go(id: int) -> void

Go to current chapter's dialogue with given id

# go_chapter

func go_chapter(chapter_id: int, dialogue_id = 0) -> void

Switches to chapter with given id and directly jumps to given dialogue_id

# choice_made

func choice_made(id: int) -> void

Called when player made a choice Runs the selected choice's script

# open_side_menu

func open_side_menu() -> void

Opens the side menu

# get_mystery_resource_path

func get_mystery_resource_path(relative_path: String) -> String

Returns a mystery resources full virtual path

# mystery_resource_exists

func mystery_resource_exists(relative_path: String) -> bool

Returns if a mystery resource exists

# png_to_tex

func png_to_tex(local_res_path: String) -> ImageTexture

Returns ImageTexture of a given local png path

# import

func import(path = "all", dlc = false) -> void

Imports the mystery package located at the given path If path is not given all packages get imported that are located at user://DLC The dlc parameter determines if the packages is displayed in the dlc or the debug category If no arguments are given, all DLC in user://DLC get imported as DLC

# erase_from

func erase_from(dict: Dictionary, from: String) -> Dictionary

Removes a dictionary's from property if equal to given value Only works on the first layer (non-recursive)

# get_key_by_from

func get_key_by_from(dict: Dictionary, from: String) -> String

Returns the key of a object the given from value

# evaluate_value

func evaluate_value(input: String)

Returns a given string value in its type

# Signals

  • signal new_dialogue(data): Called when a new dialogue is fired Returns a Dictionary
Last Updated: 12/26/2021, 6:47:07 PM