Editing Event Reference

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=== battle_is ===
=== battle_is ===
Check to see if a character has fought against another one and won, lost or draw.
Check to see if the player has fought against NPC and won, lost or draw.


'''Parameters'''  
'''Parameters'''  
* <code>fighter</code>: Npc slug name (e.g. "npc_maple").
* <code>character</code>: Npc slug name (e.g. "npc_maple").
* <code>outcome</code>: One among "won", "lost" or "draw".
* <code>result</code>: One among "won", "lost" or "draw".
* <code>opponent</code>: Npc slug name (e.g. "npc_maple").


'''Examples'''  
'''Examples'''  
* <code>is battle_is player,won,npc_maple</code> (has player won against npc_maple in the last fight?)
* <code>is battle_is npc_maple,won</code>


=== button_pressed ===
=== button_pressed ===
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* <code>is button_pressed K_RETURN</code>   
* <code>is button_pressed K_RETURN</code>   
* <code>is button_pressed K_ESCAPE</code>   
* <code>is button_pressed K_ESCAPE</code>   
* <code>not button_pressed K_SPACE</code>  
* <code>not button_pressed K_SPACE</code>


=== char_at ===
=== combat_started ===
Check to see if the character is at the condition position on the map.
Check to see if combat has currently started.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>is char_at Maple</code>
* <code>is combat_started</code>


=== char_defeated ===
=== dialog_open ===
Check to see the character has at least one tuxemon, and all tuxemon in their party are defeated.
Check to see if a dialog window is currently open.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>None</code>
 
'''Examples'''
* <code>is char_defeated player</code>
 
=== char_exists ===
Check to see if a character object exists in the current list of NPCs.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").


'''Examples'''  
'''Examples'''  
* <code>not char_exists npc_maple</code>
* <code>is dialog_open</code>   
 
* <code>not dialog_open</code>
=== char_facing ===
Check to see where a character is facing.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). 
* <code>direction</code>: One of "up", "down", "left" or "right".
 
'''Examples'''
* <code>is char_facing npc_maple,up</code>   
* <code>not char_facing npc_maple,down</code>
 
=== char_facing_char ===
Check to see the character is next to and facing a particular character.
 
'''Parameters'''
* <code>character1</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>character2</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>is char_facing_char npc_maple,player</code>
 
=== char_facing_tile ===
Check to see if a character is facing a tile position.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>is char_facing_tile npc_maple</code> 
 
=== char_in ===
Check to see if the character is at the condition position on a specific set of tiles.
 
'''Parameters''' 
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>value</code>: value (eg surfable) inside the tileset.
 
'''Examples'''
* <code>is char_in npc_maple,surfable</code>
 
=== char_moved ===
Check to see the character has just moved into this tile. Using this condition will prevent a condition like "char_at" from constantly being true every single frame.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>is char_moved player</code>
 
=== char_sprite ===
Check the character's sprite
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>sprite</code>: NPC's sprite (eg maniac, florist, etc.)
 
'''Examples'''
* <code>is char_sprite player,adventurer</code> 
 
=== check_char_parameter ===
Check the parameter's value of the character against a given value.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>parameter</code>: Name of the parameter to check (eg. "name", "steps", etc.).
* <code>value</code>: Given value to check.
 
'''Examples'''
* <code>is check_char_parameter player,name,alpha</code>
 
=== check_evolution ===
Check to see the character has at least one tuxemon evolving. If yes, it'll save the monster and the evolution inside a list. The list will be used by the event action <code>evolution</code>.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>is check_evolution player</code>
 
=== check_max_tech ===
Check to see the player has at least one tuxemon with more than the max number of techniques in its party. If yes, then it saves automatically the monster_id and inside the dictionary event_data.
 
'''Parameters'''
* <code>nr</code>: Number of tech, default the constant
 
'''Examples'''
* <code>is check_max_tech</code>
* <code>is check_max_tech 2</code>
 
=== check_mission ===
Check to see the player has failed or completed a mission. Check to see if a mission is still pending.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>method</code>: Mission or missions, "all" means all the existing missions. 
* <code>staths</code>: pending, completed or failed   
 
'''Examples'''
* <code>is check_mission player,mission1,completed</code>
* <code>is check_mission player,mission1,pending</code>
* <code>is check_mission player,mission1:mission2,completed</code>
* <code>is check_mission player,all,completed</code>
 
=== check_party_parameter ===
Check to see the player has failed or completed a mission. Check to see if a mission is still pending.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the monster attribute to check (e.g. level).
* <code>value</code>: Value to check (related to the attribute) (e.g. 5 - level).
* <code>operator</code>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>times</code>: Value to check with operator (how many times in the party?).
 
'''Examples'''
* <code>check_party_parameter player,level,5,equals,1</code> (is there 1 monster in the party at level 5? True/False)
 
=== check_world ===
Check some world's parameter against a given value.
 
'''Parameters'''
* <code>parameter</code>: Name of the parameter to check (eg. "layer", etc.).
* <code>value</code>: Given value to check.
 
'''Supported parameters'''
* '''layer''': color value which is used to overlay the world
* '''bubble''': speech bubble of an npc
 
'''Examples'''
* <code>is check_world</code>
* <code>is check_world layer,255:255:255:0</code>
 
=== current_state ===
Check to see if one or multiple state/states has/have been started or not.
 
'''Parameters'''
* <code>state</code>: Either "CombatState", "DialogState", etc
 
'''Examples'''
* <code>is current_state DialogState</code>
* <code>is current_state CombatState:DialogState</code>
 
=== has_bag ===
Check to see how many items are in the character's bag. It doesn't count invisible items.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>value</code>: The value to compare the bag with.
 
'''Examples'''
* <code>is has_bag player,equals,5</code> (player's bag: 5 potions and 2 tuxeball (5 items), in this case is true because 5 = 5)
* <code>is has_bag player,equals,9</code> (player's bag: 5 potions and 2 tuxeball (5 items), in this case is false because 9 != 5)
 
=== has_box ===
Check to see how many monsters are in the character's box.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>value</code>: The value to compare the party with.
* <code>box</code>: The box name.
 
'''Examples'''
* <code>is has_box player,Kennel,less_than,1</code>


=== has_item ===
=== has_item ===
Check to see if a NPC inventory contains something.
Check to see if the NPC has an item in his inventory.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>item</code>: The item slug name (e.g. "item_cherry").
* <code>item</code>: The item slug name (e.g. "item_cherry").
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>operator (optional)</code>: Numeric comparison operator. Accepted values are "less_than", "greater_than", "equals", "less_or_equal" and "greater_or_equal". The default value is "greater_or_equal".
* <code>quantity</code>: Quantity to compare with. (optional)
* <code>quantity (optional)</code>: Quantity to compare with. Must be a non-negative integer. The default value is 1.


'''Examples'''  
'''Examples'''  
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=== has_monster ===
=== has_monster ===
Check to see if a character has a monster in its party.
Checks to see the player has a monster in his party.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>monster_slug</code>: The slug of the monster to check for.
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").


'''Examples'''  
'''Examples'''  
* <code>is has_monster player,rockitten</code>
* <code>is has_monster txmn_pigabyte</code>


=== has_party_breeder ===
=== has_party_breeder ===
Check to see if the character has a male and female monsters not basic (first evolution stage) in the party.
Check to see if the player has a male and female monster in the party (monster not basic, basic is the first step in the evolution stage).
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").


'''Examples'''  
'''Examples'''  
* <code>is has_party_breeder player</code>
* <code>is has_party_breeder</code>


=== has_tech ===
=== has_tech ===
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'''Examples'''  
'''Examples'''  
* <code>is has_tech bullet</code>
* <code>is has_tech bullet</code>
=== location_inside ===
Check to see if the player is inside.
'''Examples'''
* <code>is location_inside</code>
=== location_name ===
Check to see if the player is in a certain location name.
'''Parameters'''
* <code>technique</code>: Slug name. It's the name inside the maps. eg. <code><property name="slug" value="routeb"/></code>, so slug = routeb
'''Examples'''
* <code>is location_name routeb</code>
* <code>is location_name routea:routeb</code>
=== location_type ===
Check to see if the player is in a certain location type.
'''Parameters'''
* <code>slug</code>: Slug name. Either all, notype, town, route, clinic, shop, dungeon
'''Examples'''
* <code>is location_type town</code>
* <code>is location_type town:shop:clinic</code>


=== money_is ===
=== money_is ===
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'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>slug</code>: Slug name (player).
* <code>operator</code>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>operator</code>: One of "==", "!=", ">", ">=", "<" or "<=".
* <code>amount</code>: Amount of money or value stored in variable.
* <code>amount</code>: Amount of money.


'''Examples'''  
'''Examples'''  
* <code>is money_is player,>=,500</code>
* <code>is money_is player,>=,500</code>
* <code>is money_is player,equals,name_variable</code> (name_variable:75)


=== monster_flair ===
=== monster_flair ===
Check to see if the given monster flair matches the expected value.
[...]
 
'''Parameters'''
* <code>slot</code>: Position of the monster in the player monster list.
* <code>property</code>: Category of the flair.
* <code>name</code>: Name of the flair.


'''Examples'''
=== monster_property ===
* <code>to be defined</code>
[...]


=== music_playing ===
=== music_playing ===
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* <code>is music_playing 472452_8-Bit-Ambient.ogg</code>   
* <code>is music_playing 472452_8-Bit-Ambient.ogg</code>   


=== once ===
=== npc_at ===
Checks the date saved in the variables with today's date.
Check to see if the npc is inside the event's area. This event will check the event object's <code>X</code>, <code>Y</code>, <code>Width</code>, and <code>Height</code> properties and checks to see if the npc is within those bounds. That includes event areas that are greater than one tile in size. You can optionally include an <code>x,y</code> parameter to specify a single tile location.
 
'''Parameters'''
* <code>name</code>: The name of the NPC.   
* <code>x</code>: X tile coordinates that the player is at (optional) 
* <code>y</code>: Y tile coordinate that the player is at (optional)
 
'''Examples'''
* <code>is npc_at Maple</code> 
* <code>is npc_at Maple,4,3</code>
 
=== npc_exists ===
Check to see if an NPC exists on the current map with <code>npc_name</code>.


'''Parameters'''  
'''Parameters'''  
* <code>timeframe</code>: nr of days the event stays "blocked" (eg. 1, 7, etc.)
* <code>npc_name</code>: The name of the NPC on the current map.
* <code>variable</code>: Variable where the date is stored.


'''Examples'''  
'''Examples'''  
* <code>set_variable variable_name:today</code>
* <code>not npc_exists Apple</code>
* <code>is once 1,variable_name</code> (it blocks the event for 1 day)
or
* <code>is once 7,variable_name</code> (it blocks the event for 7 days - 1 week)


=== one_of ===
=== npc_facing_tile ===
Check to see if at least 1 among multiple values in a variable is True. If the variable does not exist it will return ``False``.
Check to see if the npc is facing a particular tile. This event will check the event object's <code>X</code>, <code>Y</code> coordinates for the tile to check for.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: The variable to check.
* <code>name</code>: The name of the NPC.  
* <code>values</code>: Value to check for (multiple values separated by ":").


'''Examples'''  
'''Examples'''  
* <code>is one_of stage_of_day,afternoon:dusk:morning</code>
* <code>is npc_facing_tile Maple</code>


=== party_infected ===
=== npc_facing ===
Check to see how many monster are infected in the character's party.
Check to see if the npc is facing: <code>up</code>, <code>down</code>, <code>left</code> or <code>right</code>.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>name</code>: The name of the NPC.  
* <code>value</code>: all, some or none.
* <code>direction</code>: Direction to check for: (<code>up</code>, <code>down</code>, <code>left</code>, <code>right</code>)


'''Examples'''  
'''Examples'''  
* <code>is party_infected some</code>   
* <code>is npc_facing Maple,up</code>   
* <code>not npc_facing Maple,down</code>


=== party_size ===
=== party_size ===
Check the character's party size. The <code>check</code> parameter can be: <code>equals</code>, <code>less_than</code>, or <code>greater_than</code>.
Perform a check on the player's party size. The <code>check</code> parameter can be: <code>equals</code>, <code>less_than</code>, or <code>greater_than</code>.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>check</code>: The check to run against the party size. Can be: <code>equals</code>, <code>less_than</code>, or <code>greater_than</code>.
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>party_size</code>: The size of the party to check against.
* <code>party_size</code>: The size of the party to check against.


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* <code>is party_size greater_than,4</code>
* <code>is party_size greater_than,4</code>


=== to_use_tile ===
=== player_at ===
Check if we are attempting interact with a map condition tile.
Check to see if the player is inside the event's area. This event will check the event object's <code>X</code>, <code>Y</code>, <code>Width</code>, and <code>Height</code> properties and checks to see if the player is within those bounds. That includes event areas that are greater than one tile in size. You can optionally include an <code>x,y</code> parameter to specify a single tile location.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>x</code>: X tile coordinates that the player is at (optional) 
* <code>y</code>: Y tile coordinate that the player is at (optional)


'''Examples'''  
'''Examples'''  
* <code>is to_use_tile</code>
* <code>is player_at</code> 
* <code>is player_at 4,3</code>


=== true ===
=== player_defeated ===
The <code>true</code> condition will always evaluate to *True* (unless the "not" operator is used)
[...]
 
=== player_facing_npc ===
Check to see if the player is facing an NPC with the name <code>npc_name</code>.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>npc_name</code>: The name of the NPC on the current map.


'''Examples'''  
'''Examples'''  
* <code>is true</code> 
* <code>is player_facing_npc Apple</code>
* <code>not true</code>


=== tuxepedia ===
=== player_facing_tile ===
Check Tuxepedia's progress.
Check to see if the player is facing a particular tile. This event will check the event object's <code>X</code>, <code>Y</code> coordinates for the tile to check for.


'''Parameters'''  
'''Parameters'''  
* <code>operator</code>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>None</code>
* <code>percentage</code>: Number between 0.1 and 1.0
* <code>total</code>: Total, by default the total number of tuxemon.


'''Examples'''  
'''Examples'''  
* <code>is tuxepedia less_than,0.2</code>
* <code>is player_facing_tile</code>
* <code>is tuxepedia less_than,0.2,10</code>
 
=== player_facing ===
[...]
 
=== player_moved ===
[...]
 
=== to_talk ===
[...]
 
=== to_use_tile ===
[...]


=== variable_is ===
=== true ===
Check an operation over a variable.
The <code>true</code> condition will always evaluate to *True* (unless the "not" operator is used)


'''Parameters'''  
'''Parameters'''  
* <code>value1</code>: Either a variable or a number.
* <code>None</code>
* <code>operation</code>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>value2</code>: Either a variable or a number.


'''Examples'''  
'''Examples'''  
* <code>is variable_is [value1],operator,[value2]</code>
* <code>is true</code> 
* <code>not true</code>
 
=== tuxepedia_is ===
[...]
 
=== variable_is ===
[...]


=== variable_set ===
=== variable_set ===
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Here is a list of currently supported actions. New event actions can be created by creating a new page under the '''tuxemon/event/actions''':
Here is a list of currently supported actions. New event actions can be created by creating a new page under the '''tuxemon/event/actions''':


=== add_collision ===
=== add_contacts ===
Adds a collision defined by a specific label. With numbers, it blocks a specific tile.
[...]
 
'''Parameters'''
* <code>label</code>: Name of the obstacle.
* <code>coord</code>: Coordinates map (single coordinate). (optional)
 
'''Examples'''
* <code>add_collision obstacle,6,8</code>
* <code>add_collision wall</code> (in this case must exist a collision zone in the .tmx file)
 
=== add_contacts ===  
Add contact to the app (Nu Phone). The slug must have the msgid inside the PO.
 
'''Parameters'''
* <code>slug</code>: slug name (e.g. "npc_maple").
* <code>phone_number</code>: 3 digits
 
'''Examples'''
* <code>add_contacts npc_maple,123</code>


=== add_item ===
=== add_item ===
Add the specified item to the player's inventory.
Add the specified itemto the player's party.


'''Parameters'''  
'''Parameters'''  
* <code>item_name</code>: Monster slug to look up in the monster database or name variable where it's stored the mon_slug.
* <code>item_name</code>: The name of the item to add as defined in the monster JSON under <code>resources/db/item</code>.
* <code>quantity</code>: Quantity of the item to add or to reduce. By default it is 1. (optional)
* <code>trainer_slug</code>: Slug of the trainer that will receive the item. It defaults to the current player. (optional)


'''Examples'''  
'''Examples'''  
* <code>add_item hatchet</code>
* <code>add_item hatchet</code>
* <code>add_item hatchet,2</code>
* <code>add_item hatchet,2,npc_maple</code>


=== add_monster ===
=== add_monster ===
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'''Parameters'''  
'''Parameters'''  
* <code>monster_slug</code>: Monster slug to look up in the monster database.
* <code>monster_name</code>: The name of the monster to add as defined in the monster JSON under <code>resources/db/monster</code>.
* <code>monster_level</code>: Level of the added monster.  
* <code>monster_lvl</code>: The level of the monster to start at.
* <code>trainer_slug</code>: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>money_mod</code>: Money modifier. (optional)


'''Examples'''  
'''Examples'''  
* <code>add_monster fruitera,10</code>
* <code>add_monster fruitera,10</code>
* <code>add_monster fruitera,10,npc_maple,10,27</code>


=== add_tech ===
=== battles_print ===
Adds a tech to a specific monster.
[...]
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>technique</code>: Slug of the technique (e.g. "bullet").
* <code>power</code>: Power between 0.0 and 3.0. (optional)
* <code>potency</code>: Potency between 0.0 and 1.0. (optional)
* <code>accuracy</code>: Accuracy between 0.0 and 1.0. (optional)
 
'''Examples'''
* <code>get_player_monster name_variable</code>
* <code>add_tech name_variable,bullet</code>


=== breeding ===
=== breeding ===
Select a monster in the player party filtered by gender and store its id in a variables (breeding_father or breeding_mother)
[...]
 
'''Parameters''' 
* <code>gender</code>: Gender (male or female).
 
'''Examples'''
* <code>breeding male</code>
* <code>breeding female</code>


=== call_event ===
=== call_event ===
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'''Parameters'''  
'''Parameters'''  
* <code>event_name</code>: The name of the event whose actions should be executed.   
* <code>event_id</code>: The id of the event whose actions should be executed.   


'''Examples'''   
'''Examples'''   
* <code>call_event name_event</code>     
* <code>call_event 11</code>     
 
* <code>call_event 8</code>
=== change_bg ===
Change the background.
 
'''Parameters''' 
* <code>background</code>:
* it can be the name of the file (see below note)
* it can be a RGB color separated by ":" (eg 255:0:0)
* <code>image</code>: monster_slug or template_slug or path
* if path, then "gfx/ui/background/"
* if template (eg. ceo) in "gfx/sprites/player"
* note: the background or image (if not monster or template) must be inside the folder (gfx/ui/background/)
* background size: 240x160
 
 
'''Examples'''
* <code>change_bg gradient_blue,rockitten</code>
* <code>change_bg gradient_blue,ceo</code>
* <code>change_bg gradient_blue</code>
* <code>change_bg</code> (stop)
 
=== change_taste ===
hanges tastes monster.
 
'''Parameters''' 
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>taste</code>: Warm or cold.
 
'''Examples'''
* <code>change_taste name_variable,warm</code>


=== change_state ===
=== change_state ===
Change to the specified state.
[...]
 
'''Parameters''' 
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>optional</code>: Variable related to specific states (e.g. variable with monster_id for '''MonsterInfo''', monster slug for '''JournalInfoState''' and character slug for '''CharacterState'''). (Optional)
 
'''Examples'''
* <code>change_state PCState</code>
* <code>change_state JournalInfoState,rockitten</code>
 
=== char_face ===
Make the character face a certain direction.
 
'''Parameters''' 
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>direction</code>: Direction to make the character's face. Can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.
 
'''Examples'''
* <code>char_face player,down</code>
* <code>char_face npc_maple,right</code>
 
=== char_look ===
Make a character look around.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>frequency</code>: Frequency of movements. 0 to stop looking. If set to a different value it will be clipped to the range [0.5, 5]. If not passed the default value is 1.   
* <code>directions</code>: the direction the npc is going to look, by default all. (optional)
 
'''Examples'''
* <code>char_look character</code> 
* <code>char_look character,,right:left</code>
 
=== char_move ===
Relative tile movement for character.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>char_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1</code> 
 
=== char_plague ===
Set the character as infected, inoculated or healthy.
 
'''Parameters'''
* <code>condition</code>: Infected, inoculated or healthy.
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). (optional)
 
'''Examples'''
* <code>char_plague infected,npc_maple</code> 
 
=== char_run ===
Set the character movement speed to the global run speed.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>char_run npc_mom</code>
 
=== char_speed ===
Set the character movement speed to a custom value.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>speed</code>: Speed amount.
 
'''Examples'''
* <code>char_speed npc_mom,0.2</code>
 
=== char_stop ===
Make the character stop moving.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>char_stop npc_mom</code>
 
=== char_walk ===
Set the character movement speed to the global walk speed.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>char_walk npc_mom</code>
 
=== char_wander ===
Make a character wander around the map.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>frequency</code>: Frequency of movements. 0 to stop wandering. If set to a different value it will be clipped to the range [0.5, 5]. If not passed the default value is 1.
* <code>t_bound</code>: Coordinates top_bound vertex (e.g. 5,7)
* <code>b_bound</code>: Coordinates bottom_bound vertex (e.g. 7,9)
 
'''Examples'''
* <code>char_wander npc_maple</code>
* <code>char_wander npc_maple,,5,7,7,9</code>
 
=== choice_item ===
Ask the player to make a choice among items.
 
'''Parameters''' 
* <code>choices</code>: List of possible choices (item slugs eg: potion:tea), separated by a colon ":".
* <code>variable</code>: Variable to store the result of the choice.
 
'''Examples'''
* <code>choice_monster potion:tea,name_variable</code>
 
=== choice_monster ===
Ask the player to make a choice among monsters.
 
'''Parameters''' 
* <code>choices</code>: List of possible choices (monster slugs eg: rockitten:apeoro), separated by a colon ":".
* <code>variable</code>: Variable to store the result of the choice.
 
'''Examples'''
* <code>choice_monster apeoro:rockitten,name_variable</code>
 
=== choice_npc ===
Ask the player to make a choice among NPCs.
 
'''Parameters''' 
* <code>choices</code>: List of possible choices (npc slugs eg: maple:billie), separated by a colon ":".
* <code>variable</code>: Variable to store the result of the choice.
 
'''Examples'''
* <code>choice_monster billie:maple,name_variable</code>


=== clear_kennel ===
=== clear_kennel ===
Clear a kennel. It advisable to save the game and check twice. Remember the main kennel is "Kennel" and without destination (transfer) the monster will be deleted as well as the kennel.
[...]
 
'''Parameters''' 
* <code>kennel</code>: The kennel to clear.
* <code>transfer</code>: The kennel to transfer the monsters. (optional)
 
'''Examples'''
* <code>clear_kennel name_kennel, new_kennel</code>


=== clear_tuxepedia ===
=== clear_tuxepedia ===
Clear the key and value in the Tuxepedia dictionary.
[...]
 
'''Parameters''' 
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
 
'''Examples'''
* <code>clear_tuxepedia rockitten</code>


=== clear_variable ===
=== clear_variable ===
Clear the value of a variable from the game.
[...]
 
'''Parameters'''  :
* <code>variable</code>: The variable to clear.
 
'''Examples'''
* <code>clear_variable name_variable</code>


=== copy_variable ===
=== copy_variable ===
Copy the value of var2 into var1 (e.g. var1 = var 2).
[...]
 
'''Parameters'''  :
* <code>var1</code>: The variable to copy to.
* <code>var2</code>: The variable to copy from.
 
'''Examples'''
* <code>copy_variable new_variable,old_variable</code>


=== create_npc ===
=== create_npc ===
Line 712: Line 298:
* <code>tile_pos_x</code>: The X-tile coordinate to place the NPC.   
* <code>tile_pos_x</code>: The X-tile coordinate to place the NPC.   
* <code>tile_pos_y</code>: The Y-tile coordinate to place the NPC.   
* <code>tile_pos_y</code>: The Y-tile coordinate to place the NPC.   
* <code>animations</code>: The name of the sprite to use for the animations in <code>resources/sprites</code>. 
* <code>behavior</code>: The NPC's movement behavior. Currently not implemented.   
* <code>behavior</code>: The NPC's movement behavior. Currently not implemented.   


'''Examples'''  
'''Examples'''  
* <code>create_npc Maple,2,3</code>   
* <code>create_npc Maple,2,3,maple,wander</code>   
* <code>create_npc Pine,1,6,stand</code>
* <code>create_npc Pine,1,6,maple,stand</code>


=== delayed_teleport ===
=== delayed_teleport ===
Set teleport information. Teleport will be triggered during screen transition. Only use this if followed by a transition.
[...]
 
'''Parameters'''
* <code>map_name</code>: Name of the map to teleport to.
* <code>position_x</code>: X position to teleport to.
* <code>position_y</code>: Y position to teleport to.


'''Examples'''
=== dialog_chain ===
* <code>delayed_teleport cotton_town,10,10</code>
Deprecated. Use [#dialog dialog]


=== evolution ===
=== dialog ===
Checks, asks and evolves. It's the action responsible for evolving monster when one or more conditions are met. It's advisable to use it with the condition <code>is/not check_evolution player</code>
Opens the dialog box with provided text. For line breaks, use the <code>\n</code> character. You may also use special variables in dialog events. If you have multiple dialog commands they will display sequentially. Using <code>$<nowiki>{{</nowiki>end<nowiki>}}</nowiki></code> does nothing as it used to denote the end of a dialog chain. Here is a list of available variables:
   
* <code>$<nowiki>{{</nowiki>name<nowiki>}}</nowiki></code> - The current player's name.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>text</code>: The text to display in a dialog window.


'''Examples'''  
'''Examples'''  
* <code>evolution player</code>
* <code>dialog Red:\n This is some dialog!</code>
* <code>dialog $<nowiki>{{</nowiki>name<nowiki>}}</nowiki>:\n Hello there! \nHow are you?</code> 


=== fadeout_music ===
=== fadeout_music ===
Line 746: Line 331:
'''Examples'''  
'''Examples'''  
* <code>fadeout_music 2</code>
* <code>fadeout_music 2</code>
=== format_variable ===
Format the value of a variable from the game (eg. float or int).
'''Parameters'''
* <code>variable</code>: The variable to format.
* <code>type_format</code>: Kind of format (float or int).
'''Examples'''
* <code>format_variable name_variable,int</code>
* <code>format_variable name_variable,float</code>
=== get_monster_tech ===
Select a tech among the monster's moves. It allows filtering: slug, element, range.
'''Parameters'''
* <code>variable_name</code>: Variable where to store the technique id.
* <code>monster_id</code>: Variable where is stored the monster id.
* <code>filter_name</code>: the name of the first filter (optional)
* <code>value_name</code>: the actual value to filter (optional)
* <code>extra</code>: used to filter more (optional)
'''Examples'''
* <code>get_monster_tech name_variable,monster_id</code>
* <code>get_monster_tech name_variable,monster_id,element,water</code>
* <code>get_monster_tech name_variable,monster_id,power,less_than,1.6</code>
=== get_party_monster ===
Saves all the iids (party) in variables. Names are saved in game variables: <code>iid_slot_{index}</code>. Where index is the position in the party (the 1st one is 0, 2nd one is 1, etc.)
'''Parameters'''
* <code>npc_slug</code>: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)
'''Examples'''
* <code>get_party_monster</code>
* <code>get_party_monster npc_maple</code>


=== get_player_monster ===
=== get_player_monster ===
Select a monster in the player party and store its id in a variable.
[...]


It allows filtering: slug, gender, evolution_stage, element, shape, taste_warm, taste_cold, level, weight, height, max_hp, current_hp, armour, dodge, melee, ranged and speed.
=== kennel_print ===
[...]


For the definition: level, weight, height, max_hp, current_hp, armour, dodge, melee, ranged and speed (all numeric values) is necessary to use a numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
=== lock_controls ===
[...]


Note:
=== modify_npc_attribute ===
* let's say a player doesn't has no options, then the variable will result as: name_variable:no_option
[...]
* let's say a player has options, but clicks return, then the variable will result as: name_variable:no_choice


'''Parameters'''
=== modify_player_attribute ===
* <code>variable_name</code>: Name of the variable where to store the monster id.
[...]
* <code>filter_name</code>: the name of the first filter (optional)
* <code>value_name</code>: the actual value to filter (optional)
* <code>extra</code>: used to filter more (optional)


'''Examples'''
=== money_print ===
* <code>get_player_monster name_variable</code>
[...]
* <code>get_player_monster name_variable,speed,more_than,50</code>
* <code>get_player_monster name_variable,level,less_than,15</code>
* <code>get_player_monster name_variable,shape,serpent</code>
* <code>get_player_monster name_variable,shape,serpent</code>


=== give_experience ===
=== npc_face ===
Gives experience points to the monster.
Makes the npc face a particular direction. Parameter can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>name</code>: The name of the npc.  
* <code>exp</code>: Name of the variable where to store the experience points or directly the number of points. Negative value will result in 0.
* <code>direction</code>: Direction to make the player face. Can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.


'''Examples'''  
'''Examples'''  
* <code>give_experience name_variable,steps_variable"</code>
* <code>npc_face Maple,left</code>
* <code>give_experience name_variable,420</code>
* <code>npc_face Pine,up</code>


=== info ===
=== npc_move ===
Records monster's attribute values inside a game variable. It allows to record the monster's owner attribute values too.
Determines the NPC's movement behaviour.  
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>attribute</code>: The attribute to check (level, speed, etc.).
 
'''Examples'''
* <code>info name_variable,level</code> -> if the monster is lv 4, then it'll create a variable called: "info_level:4"
* <code>info name_variable,owner_steps</code> -> if the owner walked 69 steps, then it'll create a variable called: "info_owner_steps:69"
 
=== input_variable ===
Set a code and checks if it's correct or not. The player's output will be by default lowercase.
 
'''Parameters'''
* <code>question</code>: The question the player needs to reply. (eg. "access_code") then you create the msgid "access_code" inside the English PO file, as follows: msgid "access_code" and msgstr "Here the actual question?"
* <code>variable</code>: Name of the variable where to store the output.
* <code>escape</code>: Whether the input can be closed or not. Default False.
 
'''Examples'''
* <code>input_variable access_code,response_question</code>
* <code>input_variable access_code,response_question,escape</code>
 
=== load_game ===
Loads the game. If the index parameter is absent, then it'll load slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3)
 
'''Parameters'''
* <code>index</code>: Selected index. (optional)
 
'''Examples'''
* <code>load_game</code> (it's going to load slot4.save)
* <code>load_game 0</code> (it's going to load slot1.save)
 
=== lock_controls ===
Lock player controls.
 
'''Parameters'''
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>lock_controls</code>
* <code>npc_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1</code>


=== menu ===
=== npc_run ===
Enable/disable one or more menu.
Sets the NPC's speed to the universal run speed.
 
'''Parameters'''
* <code>act</code>: enable or disable
* <code>menu</code>: specific menu (menu_monster, menu_bag, menu_player, exit, menu_options, menu_save, menu_load, menu_missions) without specification, everything disabled


'''Examples'''  
'''Examples'''  
* <code>menu disable,menu_bag</code>
* <code>npc_run npc_mom</code>


=== modify_char_attribute ===
=== npc_speed ===
Modify the given attribute of the character by modifier. By default this is achieved via addition, but prepending a '%' will cause it to be multiplied by the attribute.
Sets the NPC's walk speed.  
 
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute to modify.
* <code>value</code>: Value of the attribute modifier.


'''Examples'''  
'''Examples'''  
* <code>modify_char_attribute character,attribute,value</code>
* <code>npc_speed npc_mom, 0.2</code>
 
=== modify_money ===
Add or remove an amount of money for a wallet (slug).
 
'''Parameters'''
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>amount</code>: Amount of money to add/remove (-/+)
* <code>variable</code>: Name of the variable where to store the amount.


'''Examples'''
=== npc_walk ===
* <code>modify_money npc_maple,100</code>
Sets the NPC's speed to the universal walk speed.
* <code>modify_money npc_maple,-50</code>
* <code>modify_money player,,name_variable</code>
 
=== modify_monster_bond ===
Add or remove an amount of money for a wallet (slug).
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched.
* <code>amount</code>: An int or float value, if no amount, then default 1 (int).
 
'''Examples'''
* <code>modify_monster_bond</code>
* <code>modify_monster_bond name_variable,25</code>
* <code>modify_monster_bond name_variable,-0.5</code>
 
=== modify_monster_health ===
Modify the hp of a monster in the current player's party.
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed.
* <code>health</code>: A float value between 0 and 1, which is the percent of max hp to be restored to. A int value, which is the number of HP to be restored to. If no health is specified, the hp is maxed out.


'''Examples'''  
'''Examples'''  
* <code>modify_monster_health</code>
* <code>npc_walk npc_mom</code>
* <code>modify_monster_health ,0.25</code>
 


=== modify_monster_stats ===
=== npc_wander ===
Change the stats of a monster in the current player's party.
Sets the NPC's behaviour to wander about instead of stand in place.
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched. (Optional)
* <code>stat</code>: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional)
* <code>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional)


'''Examples'''  
'''Examples'''  
* <code>modify_monster_stats</code>
* <code>npc_wander npc_mom</code>  
* <code>modify_monster_stats ,,0.25</code>
* <code>modify_monster_stats name_variable,speed,25</code>
* <code>modify_monster_stats name_variable,dodge,-12</code>
* <code>modify_monster_stats name_variable,dodge,-0.4</code>


=== open_shop ===
=== open_shop ===
Open the shop menu for a NPC.
[...]
 
'''Parameters'''
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>menu</code>: Either "buy", "sell" or "both". Default is "both". (optional)
 
'''Examples'''
* <code>open_shop npc_maple</code>
 
=== overwrite_tech ===
Overwrite / replace a technique with another.
 
'''Parameters'''
* <code>removed</code>: Name of the variable where to store the tech id.
* <code>added</code>: Slug technique.
 
'''Examples'''
* <code>overwrite_tech name_variable,peck</code>


=== pathfind ===
=== pathfind ===
Line 964: Line 405:
* <code>pathfind Maple,2,3</code>  
* <code>pathfind Maple,2,3</code>  
* <code>pathfind Pine,1,6</code>
* <code>pathfind Pine,1,6</code>
=== pathfind_to_player ===
Pathfind NPC close the player.
'''Parameters'''
* <code>npc_slug</code>: Npc slug name (e.g. "npc_maple").
* <code>direction</code>: Approaches the player from up, down, left or right.
* <code>distance</code>: How many tiles (2, 3, 4, etc.)
'''Examples'''
* <code>pathfind_to_player spyder_route2_roddick</code>
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>start_battle player,spyder_route2_roddick</code>


=== pause_music ===
=== pause_music ===
Line 994: Line 422:
* <code>duration</code>: The amount of time in seconds between each frame.   
* <code>duration</code>: The amount of time in seconds between each frame.   
* <code>loop</code>: Whether or not to loop the animation. Can be either <code>loop</code> or <code>noloop</code> to loop the animation.   
* <code>loop</code>: Whether or not to loop the animation. Can be either <code>loop</code> or <code>noloop</code> to loop the animation.   
* <code>position</code>: The position to draw the animation. Can either be an <code>x,y</code> coordinate or <code>npc_slug</code> to draw the animation over the character.
* <code>position</code>: The position to draw the animation. Can either be an <code>x,y</code> coordinate or <code>player</code> to draw the animation over the player.


'''Examples'''  
'''Examples'''  
Line 1,001: Line 429:


=== play_music ===
=== play_music ===
Plays an audio file.
Plays an audio file located under "music/" on a loop.


'''Parameters'''  
'''Parameters'''  
* <code>filename</code>: Music file to load (slug inside the JSON in db/sound)
* <code>filename</code>: The name of the music file to play under "music/
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
* <code>loop</code>: How many times loop, default forever. (optional)


'''Examples'''  
'''Examples'''  
* <code>play_music music_mystic_island</code>  
* <code>play_music 472452_8-Bit-Ambient.ogg</code>  


=== play_sound ===
=== play_sound ===
Plays a sound file.
Plays an audio file located under "sounds/".


'''Parameters'''  
'''Parameters'''  
* <code>filename</code>: Sound file to load (slug inside the JSON in db/sound)
* <code>filename</code>: The name of the sound file to play under "sounds/
* <code>volume</code>: Number between 0.0 and 1.0. (optional)


'''Examples'''  
'''Examples'''  
* <code>play_sound sound_confirm</code>   
* <code>play_sound combat/falling_Macro.ogg</code>   


=== print ===
=== player_face ===
Print the current value of a game variable to the console. If no variable is specified, print out values of all game variables.
Makes the player face a particular direction. Parameter can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.


'''Parameters''' :
'''Parameters'''  
* <code>variable</code>: Prints out the value of this variable (optional)
* <code>direction</code>: Direction to make the player face. Can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.


'''Examples'''  
'''Examples'''  
* <code>print</code>   
* <code>player_face left</code>   
* <code>print name_variable</code>
* <code>player_face up</code>


=== quarantine ===
=== player_resume ===
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way.
Does not currently have a purpose.


'''Parameters'''  
'''Parameters'''  
* <code>value</code>: in or out
* <code>None</code>
* <code>amount</code>: number of monsters (optional)


'''Examples'''  
'''Examples'''  
* <code>quarantine out</code> everything out (player's party -> if full, then box)
* <code>player_resume</code>
* <code>quarantine out,5</code> eg. box contains 30 monsters <code>quarantine out,5</code>, it means 5 monsters by random


=== quit ===
=== player_stop ===
Completely quit the game.
Stops the player's current movement.
 
There is currently no way to stop a player from inputting another movement after being stopped ([https://github.com/Tuxemon/Tuxemon/issues/790 issue #790])


'''Parameters'''  
'''Parameters'''  
Line 1,049: Line 474:


'''Examples'''  
'''Examples'''  
* <code>quit</code>   
* <code>player_stop</code>   


=== random_battle ===
=== print ===
Start random battle with a random npc with a determined number of monster in a certain range of levels.
[...]


'''Parameters'''
=== quit ===
* <code>nr_txmns</code>: Number of tuxemon (1 to 6).
[...]
* <code>min_level</code>: Minimum level of the party.
* <code>max_level</code>: Maximum level of the party.


'''Examples'''
=== random_encounter ===
* <code>random_battle 6,1,99</code>
Randomly start a battle based on the encounter group looked up via the <code>encounter_id</code>. Encounter groups contain a list of monsters that can be encountered as well as their level and encounter rate. In most circumstances you will pair this action with the <code>player_at</code> and <code>player_moved</code> conditions.


=== random_encounter ===
Here is an example encounter file:
Randomly start a battle based on the encounter group looked up via the <code>encounter_id</code>. Encounter groups contain a list of monsters that can be encountered as well as their level and encounter rate. In most circumstances you will pair this action with the <code>char_at</code> and <code>char_moved</code> conditions.


Here is an example encounter file: ''resources/db/encounter/route1.json''   
''resources/db/encounter/1.json''   


  "slug": "route1",
    json
  "monsters": [
     {
     {
      "monster": "pairagrin",
    "id": 1,
      "encounter_rate": 3.5,
    "monsters": [
      "variable": "daytime:true",
        {
      "exp_req_mod": 1,
            "monster_slug": "bigfin",  
      "level_range": [
            "encounter_rate": 10,  
        2,
            "level_range": [
         4
                1,
      ]
                6
     },
            ]
        },
        {
            "monster_slug": "dandylion",  
            "encounter_rate": 10,
            "level_range": [
                1,  
                6
            ]
        },
        {
            "monster_slug": "tux",
            "encounter_rate": 10,
            "level_range": [
                1,  
                6
            ]
         }
    ]
     }


'''Parameters'''  
'''Parameters'''  
* <code>encounter_slug</code>: Slug of the encounter list.
* <code>encounter_id</code>: The id of the encounter JSON file to use for random battles under <code>resources/db/encounter</code>.
* <code>total_prob</code>: Total sum of the probabilities. (optional)
* <code>total_prob</code>: The probability of an encounter, with 100 = 100% probability of an encounter. If not set, then the probability of an encounter is the sum of all encounter_rates in the encounter JSON file (as a percentage).
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


'''Examples'''  
'''Examples'''  
Line 1,090: Line 529:


=== random_integer ===
=== random_integer ===
Randomly choose an integer between 2 numbers (inclusive), and set the key in the player.game_variables dictionary to be this value. For example, 'random_integer xyz,1,6' will set the value of the game variable 'xyz' to be either 1, 2, 3, 4, 5, or 6.
[...]
 
'''Parameters'''
* <code>variable</code>: Name of the variable.
* <code>lower_bound</code>: Lower bound of range to return an integer between (inclusive)
* <code>upper_bound</code>: Upper bound of range to return an integer between (inclusive)
 
'''Examples'''
* <code>random_integer name_variable,1,9</code>
 
=== random_item ===
Pick a random item from a list and add it to the trainer's inventory.
 
'''Parameters'''
* <code>item_slug</code>: Item name to look up in the item database (multiple items separated by ":").
* <code>quantity</code>: Quantity of the item to add or to reduce. By default it is 1. (optional)
* <code>trainer_slug</code>: Slug of the trainer that will receive the item. It defaults to the current player. (optional)
 
'''Examples'''
* <code>random_item potion:tea:revive</code> (adds 1 potion or tea or revive to the trainer's inventory).
* <code>random_item potion:tea:revive,2</code> (adds 2 potions or teas or revives to the trainer's inventory).
* <code>random_item potion:tea:revive,2,npc_maple</code> (adds 2 potions or teas or revives to the maple's inventory).
* <code>random_item potion:tea:revive,,npc_maple</code> (adds 1 potion or tea or revive to the maple's inventory).


=== random_monster ===
=== random_monster ===
Add a monster to the specified trainer's party if there is room.
[...]
 
'''Parameters'''
* <code>monster_level</code>: Level of the added monster.
* <code>trainer_slug</code>: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>money_mod</code>: Money modifier. (optional)
* <code>shape</code>: Shape (eg. varmint, brute, etc.). (optional)
* <code>evo</code>: Stage (eg. basic, stage1, etc.). (optional)
 
'''Examples'''
* <code>random_monster 10</code>
* <code>random_monster 10,npc_maple</code>
* <code>random_monster 10,npc_maple,10,27</code>
* <code>random_monster 10,npc_maple,10,27,aquatic,basic</code>
* <code>random_monster 10,npc_maple,,,brute,basic</code>
 
=== remove_collision ===
Removes a collision defined by a specific label.
 
'''Parameters''' :
* <code>label</code>: Name of the obstacle.
 
'''Examples'''
* <code>remove_collision obstacle</code> (it can one added with add_collision or an existing zone in the .tmx file).


=== remove_contacts ===
=== remove_contacts ===
Remove contact from the app (Nu Phone).
[...]
 
'''Parameters''' :
* <code>slug</code>: slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>remove_contacts npc_maple</code>


=== remove_monster ===
=== remove_monster ===
Remove a monster from the party if the monster is there.
Removes the specified monster from the player's party.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>monster_slug</code>: The slug of the monster to remove as defined in the monster JSON under <code>resources/db/monster</code>.


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>remove_monster fruitera</code>
* <code>remove_monster name_variable</code>


=== remove_npc ===
=== remove_npc ===
Line 1,169: Line 555:
* <code>remove_npc Maple</code>   
* <code>remove_npc Maple</code>   
* <code>remove_npc Pine</code>
* <code>remove_npc Pine</code>
=== remove_state ===
Change to the specified state.
'''Parameters''' 
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState).
'''Examples'''
* <code>remove_state</code> (it removes everything, excluding the basic ones)
* <code>remove_state JournalInfoState</code> (it removes everything, excluding the basic ones)
=== remove_tech ===
Remove a specific technique from a specific monster.
'''Parameters''' 
* <code>tech_id</code>: Name of the variable where to store the tech id.
'''Examples'''
* <code>remove_tech name_variable</code>


=== rename_monster ===
=== rename_monster ===
Open the text input screen to rename the monster.
[...]
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id.
 
'''Examples'''
* <code>rename_monster name_variable</code> 


=== rename_player ===
=== rename_player ===
Open the text input screen to rename the player.
[...]
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>rename_player</code> 


=== rumble ===
=== rumble ===
Rumble available controllers with rumble support.
[...]
 
'''Parameters'''
* <code>duration</code>: Time in seconds to rumble for.
* <code>power</code>: Percentage of power to rumble.
 
'''Examples'''
* <code>rumble duration,power</code> 
 
=== save_game ===
Saves the game. If the index parameter is absent, then it'll create slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3)
 
'''Parameters'''
* <code>index</code>: Selected index. (optional)
 
'''Examples'''
* <code>save_game</code> (it's going to save slot4.save)
* <code>save_game 1</code> (it's going to save slot2.save)


=== screen_transition ===
=== screen_transition ===
Line 1,232: Line 569:


'''Parameters'''  
'''Parameters'''  
* <code>trans_time</code>: Time in seconds - default 0.3 (optional).
* <code>transition_time</code>: Time in seconds to fade the screen to black.
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


'''Examples'''  
'''Examples'''  
Line 1,239: Line 575:


=== set_battle ===
=== set_battle ===
Append a new element in player.battles.
[...]


'''Parameters'''
=== set_code ===
* <code>fighter</code>: Npc slug name (e.g. "npc_maple").
[...]
* <code>result</code>: One among "won", "lost" or "draw"
* <code>opponent</code>: Npc slug name (e.g. "npc_maple").


'''Examples'''
=== set_economy ===
* <code>set_battle player,won,npc_maple</code> (player won against npc_maple)
[...]


=== set_bubble ===
=== set_inventory ===
Put a bubble above player sprite.
Overwrites the inventory of the npc or player.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>npc_slug</code>: The slug of the player or NPC.  
* <code>bubble</code>: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks
* <code>inventory_slug</code>: The slug of the inventory that will overwrite the NPC's existing inventory.  
 
'''Examples'''
* <code>set_bubble spyder_shopassistant</code> (remove bubble NPC)
* <code>set_bubble spyder_shopassistant,note</code> (set bubble NPC)
* <code>set_bubble player,note</code> (set bubble player)
* <code>set_bubble player</code> (remove bubble player)
 
=== set_economy ===
Set the economy (prices of items) of the npc or player.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>economy_slug</code>: Slug of an economy.


'''Examples'''  
'''Examples'''  
* <code>set_economy spyder_shopkeeper,spyder_candy_scoop</code>
* <code>set_inventory shopkeeper,new_stock</code>


=== set_kennel_visible ===
=== set_kennel_visible ===
Set the kennel visible or hidden.
[...]
 
From hidden to visible: set_kennel_visible name_kennel,true
From visible to hidden: set_kennel_visible name_kennel,false
 
'''Parameters'''
* <code>kennel</code>: Name of the kennel.
* <code>visible</code>: true/false.
 
'''Examples'''
* <code>set_kennel_visible name_kennel,true</code>
* <code>set_kennel_visible name_kennel,false</code>


=== set_kennel ===
=== set_kennel ===
Create a new kennel. If the kennel is visible, then it's advisable to create a msgid in the en_US PO file.
[...]
 
msgid "kennel_name"
msgstr "Kennel Name"
 
'''Parameters'''
* <code>kennel</code>: Name of the kennel.
* <code>visible</code>: true/false.
 
'''Examples'''
* <code>set_kennel new_kennel,true</code>
 
=== set_layer ===
Allows to change the color of the transparent layer.
 
'''Parameters'''
* <code>rgb</code>: color (eg red > 255,0,0,128 > 255:0:0:128) - default transparent
 
'''Examples'''
* <code>set_layer 255:0:0:128</code>
 
=== set_mission ===
Set mission.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>slug</code>: slug mission
* <code>operation</code>: add, remove or change
* <code>status</code>: completed, pending, failed (default pending)
 
'''Examples'''
* <code>set_mission mission1</code>
* <code>set_mission mission1,change,completed</code>


=== set_money ===
=== set_money ===
Set an amount of money for a specific slug.
[...]
 
'''Parameters'''
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>amount</code>: Amount of money (>= 0) (default 0)
 
'''Examples'''
* <code>set_money player</code>
* <code>set_money player,500</code>
 
=== set_monster_attribute ===
Set the given attribute of the monster to the given value.
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.
 
'''Examples'''
* <code>set_monster_attribute name_variable,name,jimmy</code> (the monster will be named jimmy)


=== set_monster_flair ===
=== set_monster_flair ===
Set a monster's flair to the given value.
[...]
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed.
* <code>category</code>: Category of the monster flair.
* <code>flair</code>: Name of the monster flair.
 
'''Examples'''
* <code>get_player_monster name_variable</code>
* <code>set_monster_flair name_variable,category,flair</code>


=== set_monster_health ===
=== set_monster_health ===
Set the hp of a monster in the current player's party. The action parameters may contain a monster slot and the amount of health.  
Changes the hp of a monster in the current player's party. The action parameters may contain a monster slot and the amount of health.  


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed. (optional)
* <code>slot</code>: The slot the monster appears in. If no slot is specified, all monsters are healed.  
* <code>health</code>: A float value between 0 and 1, which is the percent of max hp to be restored to. A int value, which is the number of HP to be restored to. If no health is specified, the hp is maxed out. (optional)
* <code>health</code>: A float value between 0 and 1, which is the percent of max hp to be restored to. If no health is specified, the hp is maxed out.  


'''Examples'''  
'''Examples'''  
* <code>set_monster_health</code> (heals all the monsters in the party)
* <code>set_monster_health 1,1</code>
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_health name_variable,1</code>
 
=== set_monster_level ===
=== set_monster_level ===
Change the level of a monster in the current player's party.
Changes the level of a monster in the current player's party.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. (optional)
* <code>slot</code>: The slot the monster appears in. If no slot is specified, all monsters are leveled.  
* <code>levels_added</code>: Number of levels to add. Negative numbers are allowed. Default 1. (optional)
* <code>level</code>: The amount by which to level. If no level is specified, the level is reverted to 1.


'''Examples'''  
'''Examples'''  
* <code>set_monster_level</code> (all the monsters in the party level up by 1)
* <code>set_monster_level 1,100</code>
or
 
* <code>get_player_monster name_variable</code>
=== set_monster_level ===
* <code>set_monster_level name_variable,1</code>
[...]


=== set_monster_status ===
=== set_monster_status ===
Change the status of a monster in the current player's party.
[...]
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters get/lose status.. (optional)
* <code>status</code>: Inoculated, healthy or infected, default healthy (optional)
 
'''Examples'''
* <code>set_monster_status</code> (all the monsters in the party lose their status)
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_status name_variable,status_blinded</code>
 
=== set_char_attribute ===
Set the given attribute of the character to the given value.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.
 
'''Examples'''
* <code>set_char_attribute character,attribute,value</code>
 
=== set_party_attribute ===
Set the given attribute of party's monsters to the given value.
 
'''Parameters'''
* <code>character</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.
 
'''Examples'''
* <code>set_party_attribute player,name,jimmy</code> (all the monsters in the party will be named jimmy)
 
=== set_party_status ===
Records important information about all monsters in the party (eg average level of the party, etc.)
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>set_party_status player</code>
 
=== set_player_name ===
Set player name without opening the input screen.
 
'''Parameters'''
* <code>choice</code>: Single name or multiple names separated by ":" (random choice). NB: the names must be in the en_US PO file.
 
'''Examples'''
* <code>set_player_name jimmy</code>
* <code>set_player_name jimmy:richard:linus</code> (random choice among jimmy, richard and linus)
 
=== set_random_variable ===
Set the key in the player.game_variables dictionary with a random value.
 
'''Parameters'''
* <code>variable</code>: Name of the variable.
* <code>values</code>: Multiple values of the variable separated with ":".
 
'''Examples'''
* <code>set_random_variable alpha,one:two:three</code> (variable "alpha" can be "alpha:one" or "alpha:two" or "alpha:three").
 
=== set_template ===
Switch template (sprite and combat_front).


Please remember that if you change the combat_front, automatically will change the combat_back.
=== set_npc_attribute ===
Eg if you set the sprite xxx, then it's going to add _back.png -> xxx_back.png
[...]


if you choose a feminine sprite, then it's advisable: heroine
=== set_player_attribute ===
if you choose a masculine sprite, then it's advisable: adventurer
[...]
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>sprite</code>: must be inside mods/tuxemon/sprites (default = original), eg: adventurer_brown_back.png -> adventurer
* <code>combat_front</code>: must be inside mods/tuxemon/gfx/sprites/player, eg: adventurer.png -> adventurer (optional)
 
'''Examples'''
* <code>set_template player,adventurer,adventurer</code>


=== set_tuxepedia ===
=== set_tuxepedia ===
Set the key and value in the Tuxepedia dictionary.
[...]
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
* <code>label</code>: seen / caught
 
'''Examples'''
* <code>set_tuxepedia player,rockitten,caught</code>


=== set_variable ===
=== set_variable ===
Line 1,485: Line 651:
* <code>set_variable talked_to_prof:true</code>
* <code>set_variable talked_to_prof:true</code>
* <code>set_variable environment:grass</code>
* <code>set_variable environment:grass</code>
* <code>set_variable whatever:today</code>: whatever stores today's date (use in combination with condition <code>once</code>)


=== spawn_monster ===
=== spawn_monster ===
Breed a new monster. Add a new monster, created by breeding the two given monsters (identified by instance_id, stored in a variable) and adds it to the given character's party (identified by slug). The parents must be in either the trainer's party, or a storage box owned by the trainer.
[...]
 
=== start_battle ===
Start a battle with an NPC defined in <code>resources/db/npc</code>.


'''Parameters'''
Here is an example NPC file:
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). The one who is going to receive the new born.


'''Examples'''
''resources/db/npc/maple.json''   
* <code>spawn_monster</code>  


=== start_battle ===
    json
Start a battle between two characters and switch to the combat module.
    {
    "monsters": [
        {
            "attack": 50,
            "defense": 7,
            "name": "Snowball",
            "special_attack": 9,
            "level": 5,
            "monster_slug": 1,
            "hp": 50,
            "speed": 7,
            "special_defense": 7,
            "exp_give_mod": 3,
            "exp_req_mod": 27
        }
    ],
    "id": 1,
    "name": "Maple"
    }


'''Parameters'''  
'''Parameters'''  
* <code>character1</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>npc_slug</code>: The NPC's slug as defined in the NPC's JSON file in <code>resources/db/npc</code>.
* <code>character2</code>: Either "player" or character slug name (e.g. "npc_maple").


'''Examples'''  
'''Examples'''  
* <code>start_battle player,npc_maple</code>
* <code>start_battle npc_maple</code>
* <code>start_battle npc_maple,npc_apple</code>


=== start_cinema_mode ===
=== start_cinema_mode ===
Start cinema mode by animating black bars to narrow the aspect ratio.
[...]
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>start_cinema_mode</code>


=== stop_cinema_mode ===
=== stop_cinema_mode ===
Stop cinema mode by animating black bars back to the normal aspect ratio.
[...]
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>stop_cinema_mode</code>


=== store_monster ===
=== store_monster ===
Store a monster in a box. Save the player's monster with the given instance_id to the named storage box, removing it from the player party.
[...]
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>box</code>: An existing box where the monster will be stored. (optional)
 
'''Examples'''
* <code>get_player_monster name_variable</code>
then:
* <code>store_monster name_variable</code>
or
* <code>store_monster name_variable,name_kennel</code>


=== teleport_faint ===
=== teleport_faint ===
Teleport the player to the point in the teleport_faint variable. Usually used to teleport to the last visited Tuxcenter, as when all monsters in the party faint.
[...]
 
'''Parameters'''
* <code>trans_time</code>: Transition time in seconds - default 0.3. 
 
'''Examples'''
* <code>teleport_faint</code>
* <code>teleport_faint 6.9</code>


=== teleport ===
=== teleport ===
Line 1,560: Line 712:
* <code>teleport map1.tmx,3,4</code>   
* <code>teleport map1.tmx,3,4</code>   
* <code>teleport room1.tmx,8,1</code>
* <code>teleport room1.tmx,8,1</code>
=== trading ===
Select a monster in the player party and trade. It's advisable to use it with the condition <code>not has_monster monster_slug</code>.
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id (removed).
* <code>added</code>: Slug monster or Name of the variable where to store the monster id (added).
'''Examples'''
* <code>get_player_monster name_variable</code>
then
* <code>trading name_variable,nut</code>


=== transfer_money ===
=== transfer_money ===
Transfer money between entities. Both entities needs to have a wallet.
[...]
 
'''Parameters'''
* <code>slug1</code>: Slug name (e.g. NPC, etc.)
* <code>amount</code>: Amount of money.
* <code>slug2</code>: Slug name (e.g. NPC, etc.)
 
'''Examples'''
* <code>transfer_money player,100,npc_mom</code> (player transfers 100 to mom)


=== transition_teleport ===
=== transition_teleport ===
Line 1,591: Line 723:
* <code>x</code>: The X-tile coordinate to teleport the player to.   
* <code>x</code>: The X-tile coordinate to teleport the player to.   
* <code>y</code>: The Y-tile coordinate to teleport the player to.   
* <code>y</code>: The Y-tile coordinate to teleport the player to.   
* <code>trans_time</code>: The time in seconds - default 2. (optional)
* <code>transition_time</code>: The time in seconds the transition will last.
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


'''Examples'''  
'''Examples'''  
* <code>teleport map2.tmx,1,6,1.5</code>   
* <code>teleport map2.tmx,1,6,1.5</code>   
* <code>teleport room1.tmx,8,1,4</code>
* <code>teleport room1.tmx,8,1,4</code>
=== translated_dialog_chain ===
Deprecated. Use [#translated_dialog translated_dialog]


=== translated_dialog_choice ===
=== translated_dialog_choice ===
Line 1,609: Line 743:


=== translated_dialog ===
=== translated_dialog ===
Open a dialog window with translated text according to the passed translation key. Parameters passed to the translation string will also be checked if a translation key exists.  
Opens the dialog box with translated text for a given key found in <code>resources/db/locale/<locale>.json</code>. Optional variable replacement will also be translated if the value is a key in the locale file. For line breaks, use the <code>\n</code> character. If you have multiple translated_dialog commands they will display sequentially. Using <code>$<nowiki>{{</nowiki>end<nowiki>}}</nowiki></code> does nothing as it used to denote the end of a dialog chain. You may also use special variables in dialog events. Here is a list of available variables:
   
* <code>$<nowiki>{{</nowiki>name<nowiki>}}</nowiki></code> - The current player's name.


'''Parameters'''  
'''Parameters'''  
* <code>text</code>: The msgid in the PO file.
* <code>dialog_key</code>: The translated text for a given key found in <code>resources/db/locale/<locale>.json</code> to display in a dialog window.  
* <code>avatar</code>: If it is a number, the monster is the corresponding monster slot in the player's party. If it is a string, we're referring to a monster by name.
* <code>parameters</code>: Optional comma-separated <code>var=value</code> parameters to replace variables in the translation text. The <code>value</code> can either be text or a key found in <code>resources/db/locale/<locale>.json</code>.
* <code>style</code>: a predefined style in db/dialogue/dialogue.json


'''Examples'''  
'''Examples'''  
* <code>translated_dialog msgid</code>   
* <code>translated_dialog received_x,name=a brand new car!</code>   
* <code>translated_dialog received_x,name=item_potion</code> 
* <code>translated_dialog combat_fainted,name=$<nowiki>{{</nowiki>name<nowiki>}}</nowiki></code> 
* <code>translated_dialog combat_opponent_call_tuxemon,user=$<nowiki>{{</nowiki>name<nowiki>}}</nowiki>,name=some guy</code> 
 
=== tuxepedia_print ===
[...]


=== unlock_controls ===
=== unlock_controls ===
Unlock player controls
[...]
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>unlock_controls</code> 
 
=== update_tile_properties ===
Update tile properties. Enable movement and/or the moverate. '''moverate 0 = not accessible'''. The surface keys supported are: '''surfable''', '''walkable''' and '''climbable'''.
 
'''Parameters'''
* <code>label</code>: Name of the property
* <code>moverate</code>: Value of the moverate (eg 1 equal moverate, default 1)
 
'''Examples'''
* <code>update_tile_properties surfable,0.5</code> 


=== variable_math ===
=== variable_math ===
Line 1,658: Line 783:
* <code>wait 2.0</code>   
* <code>wait 2.0</code>   
* <code>wait 5.2</code>
* <code>wait 5.2</code>
=== wild_encounter ===
Start an encounter with a single wild monster.
'''Parameters'''
* <code>monster_slug</code>: Monster slug.
* <code>monster_level</code>: Level of monster.
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>mon_mod</code>: Money modifier. (optional)
* <code>env</code>: Environment (grass default) -> [[Battle Terrain]] (optional)
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
'''Examples'''
* <code>wild_encounter rockitten,5</code> 
* <code>wild_encounter rockitten,5,2,2,desert</code>


=== withdraw_monster ===
=== withdraw_monster ===
Pull a monster from the given trainer's storage and puts it in their party.
[...]
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). The one who is going to receive the monster.
           
'''Examples'''
* <code>get_player_monster name_variable</code>
then
* <code>withdraw_monster name_variable</code>
or
* <code>withdraw_monster name_variable,npc_maple</code>
 
== Variables ==
 
The following are the "main" variables generated by the game and these can be useful to trigger specific events.
 
These can be used with the condition:
<code>is variable_set name_variable:result_variable</code>
 
=== Battle related ===
* <code>battle_last_monster_name</code> name of the last monster fought.
* <code>battle_last_monster_level</code> level of the last monster fought.
* <code>battle_last_monster_type</code> type of the last monster fought.
* <code>battle_last_monster_category</code> category of the last monster fought.
* <code>battle_last_monster_shape</code> shape of the last monster fought.
 
trainer battles:
* <code>battle_last_trainer</code> slug of the last trainer fought
battles PC vs NPC (eg player vs npc_maple or npc_maple vs player)
* <code>battle_last_result</code>: the result can be <code>won</code> or <code>draw</code>
battles NPC vs NPC (eg npc_maple vs npc_apple) or PC vs NPC (eg player vs npc_maple or npc_maple vs player)
* <code>battle_last_loser</code> slug of the last trainer fought ("player" for the player)
* <code>battle_last_winner</code> slug of the last trainer fought ("player" for the player)
 
=== Time related ===
* <code>weekday</code> tracks the day of the week (Monday, Tuesday, etc.)
* <code>hour</code> tracks the hour
* <code>day_of_year</code> tracks the days in a year (1 to 365/366)
* <code>year</code> tracks the year
* <code>leap_year</code> the result can be <code>true</code> or <code>false</code>
* <code>daytime</code> the result can be <code>true</code> or <code>false</code> (<code>true</code> between from 06:00 to 18:00, <code>false</code> during the rest of the day).
* <code>stage_of_day</code> the result can be <code>dawn</code> (from 4 to 8), <code>morning</code> (from 8 to 12), <code>afternoon</code> (from 12 to 16), <code>dusk</code> (from 16 to 20) or <code>night</code> (from 20 to 04).
* <code>season</code> the result can be <code>winter</code>, <code>spring</code>, <code>summer</code> or <code>autumn</code>
 
=== Campaign related ===
* <code>gender_choice</code> the result can be <code>gender_male</code> or <code>gender_female</code>, depending on the player's choice at the beginning. Useful to create different events for gender.
 
=== Party related (monsters) ===
* <code>party_level_lowest</code> the result shows the lowest level in the player's party (weakest monster).
* <code>party_level_highest</code> the result shows the highest level in the player's party (strongest monster).
* <code>party_level_average</code> the result shows the average level in the player's party.
 
== Examples ==
 
==== Battle ====
Let's say you want to trigger different events based on the output of the fight:
* <code>is variable_set battle_last_result:won</code>
or
* <code>is variable_set battle_last_result:lost</code>
 
==== Date ====
Let's say you want to trigger an event in a specific date (mom's birthday, anniversary, etc.), eg. on the 25th May (day nr 145 or 146 if leap year or not):
* <code>is variable_set day_of_year:146</code>
* <code>is variable_set leap_year:true</code>
or
* <code>is variable_set day_of_year:145</code>
* <code>is variable_set leap_year:false</code>
but if the specific date is before (included) the 28th February (day nr 59):
* <code>is variable_set day_of_year:59</code>
 
==== Season ====
Let's say you want to grant access to a location only in summer:
* <code>is variable_set season:summer</code>
 
==== Stage of the day ====
Let's say you want to block the access during the night:
* <code>not variable_set stage_of_day:night</code>
while if you want to grant the access only during the night:
* <code>is variable_set stage_of_day:night</code>
 
==== Steps Countdown ====
Let's say you want to trigger an event after 1234 steps:
* <code>set_variable steps_whatever:1234</code>
<code>steps_</code> followed by your variable <code>whatever</code>.
* <code>is variable_is steps_whatever,equals,0.0</code>: Checking for the results, separate event.
 
Note: you can replace <code>equals</code> with: <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>,  and <code>not_equals</code>.
 
==== Trading ====
Let's say you want to set up and event for trading monsters. You need 3 events after creating the NPC in map.
* <code>monster1</code> (monster desired by the NPC)
* <code>monster2</code> (monster the NPC wants to trade in exchange)
 
1st: if the player has the monster
    <property name="act10" value="translated_dialog dialog_npc1"/>
    <property name="act20" value="translated_dialog_choice yes:no,npc_willtrade"/>
    <property name="behav10" value="talk npc_slug"/>
    <property name="cond10" value="is has_monster player,monster1"/>
    <property name="cond20" value="not variable_set npc_hastraded:yes"/>
2nd: if the player hasn't the monster
    <property name="act10" value="translated_dialog dialog_npc1"/>
    <property name="act20" value="translated_dialog dialog_npc_nomonster1"/>
    <property name="behav10" value="talk npc_slug"/>
    <property name="cond10" value="not has_monster player,monster1"/>
    <property name="cond20" value="not variable_set npc_hastraded:yes"/>
3rd: trading part
    <property name="act10" value="translated_dialog dialog_npc_willtrade"/>
    <property name="act20" value="get_player_monster name_variable"/>
    <property name="act30" value="trading name_variable,traded_monster"/>
    <property name="act40" value="set_variable npc_hastraded:yes"/>
    <property name="cond10" value="is has_monster player,monster1"/>
    <property name="cond20" value="is variable_set npc_willtrade"/>
    <property name="cond30" value="not variable_set npc_hastraded"/>
 
==== Get Party Monster ====
Let's say you want to add a tech to a monster (NPC). Eg. the NPC [[Rockitten]] needs to know [[Canine]], but [[Rockitten]] is the 4th monster (equal to 3rd slot).
 
    <property name="act10" value="add_monster rockitten,20,npc_slug,27,10"/>
    <property name="act20" value="add_monster vivipere,20,npc_slug,27,10"/>
    <property name="act30" value="add_monster budaye,20,npc_slug,27,10"/>
    <property name="act40" value="add_monster rockitten,20,npc_slug,27,10"/>
    <property name="act50" value="add_monster nut,20,npc_slug,27,10"/>
    <property name="act60" value="get_party_monster npc_slug"/>
    <property name="act70" value="add_tech iid_slot_3,canine"/> ---> iid_slot_3 followed by [[Canine]]
    <property name="act80" value="start_battle player,npc_slug"/>
 
==== Battle Among NPCs (the player watches without interacting) ====
(eg npc_maple vs npc_apple)
 
    <property name="act10" value="create_npc npc_maple,0,7,stand"/>
    <property name="act20" value="create_npc npc_apple,0,8,stand"/>
    <property name="act30" value="add_monster chloragon,3,npc_maple"/>
    <property name="act40" value="add_monster rockitten,3,npc_apple"/>
    <property name="act50" value="start_battle npc_maple,npc_apple"/>
separate event, multiple endings, if npc_maple wins
    <property name="cond1" value="is variable_set battle_last_winner:npc_maple"/>
separate event, multiple endings, if npc_apple wins
    <property name="cond1" value="not variable_set battle_last_winner:npc_maple"/>
separate event, multiple endings, if no-one wins
    <property name="cond1" value="is variable_set battle_last_result:draw"/>

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