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Vessel Tactics

A vore eroge merging SRPG gameplay and Gacha simulation! · By Cyrk

Language for Cutscenes

A topic by USER NAME USER created Aug 11, 2025 Views: 312
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Guide to Vessel Tactics Language (VTL)(Cutscenes) 0.04-0.12 (Written for 0.1)

Version 0.03 has an outdated VTL; earlier versions did not have VTL.

Versions 0.11 and 0.12 may produce unexpected results.

Everything in parentheses must be replaced, and the parentheses themselves removed.

The actual code is located in the Story folder, where it should also be written.

Syntax:|{Condition}...<Command>...Text/...|

Code outside the || block is not executed.

There can be any number of conditions, commands, or code separators.

Any element can be omitted.Text:Text attempts to be displayed in a dialog window.

Only English is allowed. ` - new line.   If a block has no text, it is executed without waiting.   Non-ASCII characters must be from UTF-8.   Examples of displayable Unicode characters: ♥•♪♫‼¶§↑→»·¶µ±°®­¬«©§¦¤›™—–”’‘‹‰€‡†…„‚

😀😁😂🤣😃😄😅😆😉😊😋😎😍☺

Conditions:If a condition is false, skip all subsequent commands until the code separator or the end of the line.

Available conditions:

{(Number)%}

Random chance in percentage.

{Route=(Number)}

The condition is true if Route equals the specified number (see <Z?>).

Commands:Parameters are mandatory and separated by commas.

<Zv>

Hide the window.

<Z^>

Show the window.

<ZJ(Number)>

Jump to the specified command. Commands are counted separately, including separate code in a line and empty lines/non-code.

<Z*(X),(Y)>

Move to coordinates from the bottom corner.

<ZP(Seconds/100)>

Pause for the specified time. Note: All blocks initially execute with a 1/10-second delay.

<ZA(X),(Name),(DisplayName),(ID),(Skin),(Fat),(Belly)>

Declare a vessel. Name is used for other commands, DisplayName is shown in the vessel window, ID is the vessel’s number for display (?? for regular vessels, 1?? for monsters; check IDs in the vessel folder), Skin is the vessel’s variant (a letter next to the ID; use a space if empty), X is the vessel’s screen coordinate (l - left, c - center, r - right), Fat is the fat level (from 0), and Belly is the number of consumed vessels (from 0). Variable overwriting is not possible.

<Z.>

Do not display the vessel in the window.

<Z!>

Display the vessel in the window.

<ZC(Name)>

Focus on the vessel (all others darken except the specified one).

<Z+(Name)>

Cancel darkening for a specific vessel.

<Z:(Name)>

Display the vessel in the window.

<ZF(Name)>

Insert the vessel’s body, erase its face.

<ZE(Name),(FacePart)>

Insert a part of the vessel’s face. The separator is \, and faces should be taken from the Face folder.

<ZS(Name),(Seconds/100)>

Fade in the vessel over the specified time.

<ZH(Name),(Seconds/100)>

Fade out the vessel over the specified time.

<ZM(Name),(Number with/without -)>

Move the vessel from its position in the specified direction.

<ZW(Name),(Number)>

Make the vessel consume the specified number of "vessels."

<ZD(Name)>

Digest.

<Z&(Name),(Action)>

Perform an action on the vessel (Special or Click).

<z?(Text),(Number)>

Add a choice option with the text to the array. If selected, Route changes to the specified number.

<Z?>

Display the choice after the text and clear the array.

<SE(Sound)>

Play a sound.

<SR(Type)>

Play a random sound.

<Z♪(Music),(Number)>|

Play music. The number does not affect gameplay.

<SD(Two-digit number, Seconds/10)(Sound)>

Play a sound after the specified time.

<Zz(Seconds/100),(Number)>

Fade out music over the specified time; the number is the volume.

<Zs(Number)>

Play digestion music. Different types; 0 means none.

<ZB>

Burp.

<ZG>

Heavy growl.

<Z0>

Light growl.

List of Music and Sounds:

For SR (see Modding Explanation folder):

lightGrowl     heavyGrowl      emptyGrowl      lightBurp      sharpHit

heavyBurp      randGrowl      lightHit      heavyHit  

For SE/SD (see Speech folder):

Hit3      se_lightgrowl3        Status2     Interact4

Hits\hit01     se_lightgrowl1    Status3     interact2

Hits\hit15     se_heavygrowl4   se_gulp1      interact

Hits\hit33     se_heavygrowl5   se_gulp5       se_buchu3

Hits\hit10     se_heavygrowl2    Swing2      se_chupa1

Hits\hit37    se_heavygrowl1    Swing1        RapidGun

DoubleHit       eaten_by_monstr      Swing8        Chunky Explosion  

For Z♪ (see mission code):

Pero-Pero-Poppin      スノーマン

アンゴラたちの踊り      大衆市場

Notes:Right-clicking skips text processing, cancels the block’s delay, the <ZP> action, and game pauses caused by referencing a non-existent variable (this pause cancels subsequent commands in the line).