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TEXT, "HELP" TEXT, "INPUT" INT, "QUIZ" INT, "TRACEIN" INT, "TRACEOUT" INT,
"GROUP" TEXT, "PLAYER" INT); *
A list of classes in the current puzzle set; mostly read-only. Only
QUIZ, TRACEIN, and TRACEOUT are writable. If TRACEIN is true then it
will trace messages received by this class (if tracing is enabled). If
TRACEOUT is true then it will trace messages sent by this class (if
tracing is enabled).
CREATE TABLE "INVENTORY"("ID" INTEGER PRIMARY KEY, "CLASS" INT, "IMAGE"
INT, "VALUE" INT); *
This table contains the current inventory, and is read-only. It is not
meaningful in the editor.
CREATE TEMPORARY TABLE "LEVELS"("ID" INTEGER PRIMARY KEY, "ORD" INT,
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TEXT, "HELP" TEXT, "INPUT" INT, "QUIZ" INT, "TRACEIN" INT, "TRACEOUT" INT,
"GROUP" TEXT, "PLAYER" INT); *
A list of classes in the current puzzle set; mostly read-only. Only
QUIZ, TRACEIN, and TRACEOUT are writable. If TRACEIN is true then it
will trace messages received by this class (if tracing is enabled). If
TRACEOUT is true then it will trace messages sent by this class (if
tracing is enabled).
CREATE TEMPORARY TABLE "DIVISIONS"("HEADING" BLOB NOT NULL, "FIRST" INT
NOT NULL);
The list of level divisions. The HEADING is the (unformatted) heading
text, and the FIRST is the order number (not ID number) of the first
level to which this heading applies. (Note: Writing to this table by
use of SQL statements will not automatically update the puzzle set.
However, if you use SQL and then use the level index editor, then that
will make the changes permanent.)
CREATE TABLE "INVENTORY"("ID" INTEGER PRIMARY KEY, "CLASS" INT, "IMAGE"
INT, "VALUE" INT); *
This table contains the current inventory, and is read-only. It is not
meaningful in the editor.
CREATE TEMPORARY TABLE "LEVELS"("ID" INTEGER PRIMARY KEY, "ORD" INT,
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