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_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 ===
Check to see if the character is at the condition position on the map.
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
'''Examples'''
* <code>is char_at Maple</code> 
=== char_defeated ===
Check to see the character has at least one tuxemon, and all tuxemon in their party are defeated.
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
'''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'''
* <code>not char_exists npc_maple</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_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>.
Check to see the player 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>. Note: methods of evolution are: element, gender, location, variable, standard, stat and tech.
 
'''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'''  
'''Parameters'''  
* <code>nr</code>: Number of tech, default the constant
* <code>method</code>: Method or methods of evolution. "all" means all the existing methods.


'''Examples'''  
'''Examples'''  
* <code>is check_max_tech</code>
* <code>is check_evolution standard</code>
* <code>is check_max_tech 2</code>
* <code>is check_evolution standard:tech:stat</code>
* <code>is check_evolution all</code>


=== check_mission ===
=== check_mission ===
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'''Parameters'''  
'''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>method</code>: Mission or missions, "all" means all the existing missions.   
* <code>staths</code>: pending, completed or failed     
* <code>staths</code>: pending, completed or failed     


'''Examples'''  
'''Examples'''  
* <code>is check_mission player,mission1,completed</code>
* <code>is check_mission mission1,completed</code>
* <code>is check_mission player,mission1,pending</code>
* <code>is check_mission mission1,pending</code>
* <code>is check_mission player,mission1:mission2,completed</code>
* <code>is check_mission mission1:mission2,completed</code>
* <code>is check_mission player,all,completed</code>
* <code>is check_mission 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 ===
=== current_state ===
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=== has_bag ===
=== has_bag ===
Check to see how many items are in the character's bag. It doesn't count invisible items.
Check to see how many items are in the bag. It doesn't count invisible items.


'''Parameters'''  
'''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>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.
* <code>value</code>: The value to compare the bag with.


'''Examples'''  
'''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 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)
* <code>is has_bag equals,9</code> (player's bag: 5 potions and 2 tuxeball (5 items), in this case is false because 9 != 5)


=== has_box ===
=== has_box ===
Check to see how many monsters are in the character's box.
Check to see how many monsters are in the box.


'''Parameters'''  
'''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>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>value</code>: The value to compare the party with.
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'''Examples'''  
'''Examples'''  
* <code>is has_box player,Kennel,less_than,1</code>
* <code>is has_box Kennel,less_than,1</code>


=== has_item ===
=== has_item ===
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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).
 
'''Examples'''
* <code>is has_party_breeder</code>
 
=== has_sprite ===
Check to see if a NPC has a specific sprite.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>sprite</code>: Sprite slug (eg. adventurer, heroine, swimmer, etc.)


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


=== has_tech ===
=== has_tech ===
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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 ===
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'''Examples'''  
'''Examples'''  
* <code>to be defined</code>
* <code>to be defined</code>
=== monster_property ===
Check to see if a monster in the party has one of the following property.
'''Parameters'''
* <code>property</code>: Property of the monster to check (e.g. "level"). Valid values are: slug, level, level_reached, stage, shape, taste_cold, taste_warm, type, gender and tech.
* <code>value</code>: Value to compare the property with.
'''Examples'''
* <code>is monster_property level,15</code>
* <code>is monster_property gender,male</code>
* <code>is monster_property stage,standalone</code>
* <code>is monster_property shape,aquatic</code>


=== music_playing ===
=== music_playing ===
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'''Examples'''  
'''Examples'''  
* <code>is music_playing 472452_8-Bit-Ambient.ogg</code>   
* <code>is music_playing 472452_8-Bit-Ambient.ogg</code>   
=== npc_at ===
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'''
* <code>npc_name</code>: The name of the NPC on the current map.
'''Examples'''
* <code>not npc_exists Apple</code>
=== npc_facing_tile ===
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'''
* <code>name</code>: The name of the NPC.   
'''Examples'''
* <code>is npc_facing_tile Maple</code> 
=== npc_facing ===
Check to see if the npc is facing: <code>up</code>, <code>down</code>, <code>left</code> or <code>right</code>.
'''Parameters'''
* <code>name</code>: The name of the NPC.   
* <code>direction</code>: Direction to check for: (<code>up</code>, <code>down</code>, <code>left</code>, <code>right</code>)
'''Examples'''
* <code>is npc_facing Maple,up</code> 
* <code>not npc_facing Maple,down</code>


=== once ===
=== once ===
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or
or
* <code>is once 7,variable_name</code> (it blocks the event for 7 days - 1 week)
* <code>is once 7,variable_name</code> (it blocks the event for 7 days - 1 week)
=== one_of ===
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``.
'''Parameters'''
* <code>variable</code>: The variable to check.
* <code>values</code>: Value to check for (multiple values separated by ":").
'''Examples'''
* <code>is one_of stage_of_day,afternoon:dusk:morning</code>


=== party_infected ===
=== party_infected ===
Check to see how many monster are infected in the character's party.
Check to see how many monster are infected and stores the iids.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>value</code>: all, some or none.
* <code>value</code>: all, some or none.


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=== 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>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</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>not party_size equals,0</code>   
* <code>not party_size equals,0</code>   
* <code>is party_size greater_than,4</code>
* <code>is party_size greater_than,4</code>
=== player_at ===
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'''
* <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 player_at</code> 
* <code>is player_at 4,3</code>
=== player_defeated ===
Check to see the player has at least one tuxemon, and all tuxemon in their party are defeated.
'''Parameters'''
* <code>None</code>
'''Examples'''
* <code>is player_defeated</code>
=== player_facing_npc ===
Check to see if the player is facing an NPC with the name <code>npc_name</code>.
'''Parameters'''
* <code>npc_name</code>: The name of the NPC on the current map.
'''Examples'''
* <code>is player_facing_npc Apple</code>
=== player_facing_tile ===
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'''
* <code>value</code>: value (eg surfable) inside the tileset (optional)
'''Examples'''
* <code>is player_facing_tile</code>
* <code>is player_facing_tile surfable</code>
=== player_facing ===
Check to see where an NPC is facing.
'''Parameters''' 
* <code>direction</code>: One of "up", "down", "left" or "right".
'''Examples'''
* <code>is player_facing right</code>
=== player_in ===
Check to see if the player is at the condition position on a specific set of tiles.
'''Parameters''' 
* <code>value</code>: value (eg surfable) inside the tileset.
'''Examples'''
* <code>is player_in surfable</code>
=== player_moved ===
Check to see the player has just moved into this tile. Using this condition will prevent a condition like "player_at" from constantly being true every single frame. Check if player destination collides with event, if it collides, wait until destination changes. It become True after collides and destination has changed. These rules ensure that the event is true once player in in the tile and is only true once.
'''Parameters'''
* <code>None</code>
'''Examples'''
* <code>is player_moved</code>
=== to_talk ===
Check if we are attempting interact with a map condition tile.
'''Parameters'''
* <code>character</code>: Npc slug name (e.g. "npc_maple").
'''Examples'''
* <code>is to_talk npc_maple</code>


=== to_use_tile ===
=== to_use_tile ===
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* <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>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>percentage</code>: Number between 0.1 and 1.0
* <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 tuxepedia less_than,0.2</code>
* <code>is tuxepedia less_than,0.2,10</code>


=== variable_is ===
=== variable_is ===
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'''Parameters'''  
'''Parameters'''  
* <code>value1</code>: Either a variable or a number.
* <code>value1</code>: Either a variable or a number.
* <code>operation</code>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>operation</code>: One of "==", "!=", ">", ">=", "<" or "<=".
* <code>value2</code>: Either a variable or a number.
* <code>value2</code>: Either a variable or a number.


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'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>monster_id</code>: Id of the monster (name of the variable).
* <code>technique</code>: Slug of the technique (e.g. "bullet").
* <code>technique</code>: Slug of the technique (e.g. "bullet").
* <code>power</code>: Power between 0.0 and 3.0. (optional)
* <code>power</code>: Power between 0.0 and 3.0. (optional)
* <code>potency</code>: Potency between 0.0 and 1.0. (optional)
* <code>potency</code>: Potency between 0.0 and 1.0. (optional)
* <code>accuracy</code>: Accuracy between 0.0 and 1.0. (optional)
* <code>accuracy</code>: Accuracy between 0.0 and 1.0. (optional)
* <code>npc_slug</code>: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>get_player_monster name_variable</code>
* <code>add_tech name_variable,bullet</code>
* <code>add_tech name_variable,bullet</code>
=== battles_print ===
Print the current value of battle history to the console. If no variable is specified, print out values of all battles.
'''Parameters'''
* <code>character</code>: Npc slug name (e.g. "npc_maple"). (optional)
* <code>result</code>: One among "won", "lost" or "draw". (optional)
'''Examples'''
* <code>battles_print</code>
* <code>battles_print [character,result]</code>


=== breeding ===
=== breeding ===
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* it can be the name of the file (see below note)
* it can be the name of the file (see below note)
* it can be a RGB color separated by ":" (eg 255:0:0)
* 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


note: the files must be inside the folder (gfx/ui/background/) - Size: 240x160


'''Examples'''  
'''Examples'''  
* <code>change_bg gradient_blue,rockitten</code>
* <code>change_bg background</code>
* <code>change_bg gradient_blue,ceo</code>
* <code>change_bg gradient_blue</code>
* <code>change_bg</code> (stop)
* <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 ===
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'''Parameters'''   
'''Parameters'''   
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <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)
* <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState). (optional)


'''Examples'''  
'''Examples'''  
* <code>change_state PCState</code>
* <code>change_state PCState</code>
* <code>change_state JournalInfoState,rockitten</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 ===
=== choice_item ===
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=== evolution ===
=== evolution ===
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>
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</code>


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
-


'''Examples'''  
'''Examples'''  
* <code>evolution player</code>
* <code>evolution</code>


=== fadeout_music ===
=== fadeout_music ===
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'''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 ===
=== get_party_monster ===
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* <code>get_player_monster name_variable,shape,serpent</code>
* <code>get_player_monster name_variable,shape,serpent</code>


=== give_experience ===
=== kennel_print ===
Gives experience points to the monster.
Print all the kennels or one. It returns <name, qty, visible/hidden>, where *qty = number of monsters inside.
 
'''Parameters'''
* <code>kennel</code>: Name of the kennel. (optional)
 
'''Examples'''
* <code>kennel_print</code>
* <code>kennel_print name_kennel</code>
 
=== lock_controls ===
Lock player controls.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>lock_controls</code>
 
=== menu ===
Enable/disable one or more menu.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>act</code>: enable or disable
* <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>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>give_experience name_variable,steps_variable"</code>
* <code>menu disable,menu_bag</code>
* <code>give_experience name_variable,420</code>


=== info ===
=== modify_npc_attribute ===
Records monster's attribute values inside a game variable. It allows to record the monster's owner attribute values too.
Modify the given attribute of the npc by modifier. By default this is achieved via addition, but prepending a '%' will cause it to be multiplied by the attribute.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>attribute</code>: The attribute to check (level, speed, etc.).
* <code>attribute</code>: Name of the attribute to modify.
* <code>value</code>: Value of the attribute modifier.


'''Examples'''  
'''Examples'''  
* <code>info name_variable,level</code> -> if the monster is lv 4, then it'll create a variable called: "info_level:4"
* <code>modify_npc_attribute npc_slug,attribute,value</code>
* <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 ===
=== modify_player_attribute ===
Set a code and checks if it's correct or not. The player's output will be by default lowercase.
Modify the given attribute of the player character by modifier. By default this is achieved via addition, but prepending a '%' will cause it to be multiplied by the attribute.


'''Parameters'''  
'''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>attribute</code>: Name of the attribute to modify.
* <code>variable</code>: Name of the variable where to store the output.
* <code>value</code>: Value of the attribute modifier.
* <code>escape</code>: Whether the input can be closed or not. Default False.


'''Examples'''  
'''Examples'''  
* <code>input_variable access_code,response_question</code>
* <code>modify_player_attribute attribute,value</code>
* <code>input_variable access_code,response_question,escape</code>


=== load_game ===
=== money_print ===
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)
Print the current value of money dictionary to the console. If no entity is specified, print out values of all money dictionary.


'''Parameters'''  
'''Parameters'''  
* <code>index</code>: Selected index. (optional)
* <code>slug</code>: Slug name (e.g. player or NPC, etc.). (optional)


'''Examples'''  
'''Examples'''  
* <code>load_game</code> (it's going to load slot4.save)
* <code>money_print</code>
* <code>load_game 0</code> (it's going to load slot1.save)
* <code>money_print player</code>


=== lock_controls ===
=== npc_face ===
Lock player controls.
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>None</code>
* <code>name</code>: The name of the npc.   
* <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>lock_controls</code>
* <code>npc_face Maple,left</code> 
* <code>npc_face Pine,up</code>


=== menu ===
=== npc_look ===
Enable/disable one or more menu.
Make an NPC look around.


'''Parameters'''  
'''Parameters'''  
* <code>act</code>: enable or disable
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>menu</code>: specific menu (menu_monster, menu_bag, menu_player, exit, menu_options, menu_save, menu_load, menu_missions) without specification, everything disabled
* <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'''  
'''Examples'''  
* <code>menu disable,menu_bag</code>
* <code>npc_look npc_slug</code> 
* <code>npc_look npc_slug,,right:left</code>


=== modify_char_attribute ===
=== npc_move ===
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.
Determines the NPC's movement behaviour.  


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>name</code>: The name of the npc.
* <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_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1</code>


=== modify_money ===
=== npc_plague ===
Add or remove an amount of money for a wallet (slug).
Set the NPC as infected, inoculated or healthy.


'''Parameters'''  
'''Parameters'''  
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>condition</code>: Infected, inoculated or healthy
* <code>amount</code>: Amount of money to add/remove (-/+)
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple"). (optional)
* <code>variable</code>: Name of the variable where to store the amount.


'''Examples'''  
'''Examples'''  
* <code>modify_money npc_maple,100</code>
* <code>npc_plague spyder_homemakerpapertown</code>
* <code>modify_money npc_maple,-50</code>
* <code>modify_money player,,name_variable</code>


=== modify_monster_bond ===
=== npc_run ===
Add or remove an amount of money for a wallet (slug).
Sets the NPC's speed to the universal run speed.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched.
* <code>name</code>: The name of the npc.
* <code>amount</code>: An int or float value, if no amount, then default 1 (int).


'''Examples'''
'''Examples'''  
* <code>modify_monster_bond</code>
* <code>npc_run npc_mom</code>
* <code>modify_monster_bond name_variable,25</code>
* <code>modify_monster_bond name_variable,-0.5</code>


=== modify_monster_health ===
=== npc_speed ===
Modify the hp of a monster in the current player's party.
Sets the NPC's walk speed.  


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed.
* <code>name</code>: The name of the npc.
* <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_speed npc_mom, 0.2</code>
* <code>modify_monster_health ,0.25</code>
 
=== npc_walk ===
Sets the NPC's speed to the universal walk speed.


'''Parameters'''
* <code>name</code>: The name of the npc. 


=== modify_monster_stats ===
'''Examples'''
Change the stats of a monster in the current player's party.
* <code>npc_walk npc_mom</code>
 
=== npc_wander ===
Sets the NPC's behaviour to wander about instead of stand in place.


'''Parameters'''  
'''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>npc_slug</code>: Npc slug name (e.g. "npc_maple").
* <code>stat</code>: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional)
* <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>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional)
* <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'''  
'''Examples'''  
* <code>modify_monster_stats</code>
* <code>npc_wander npc_maple</code>
* <code>modify_monster_stats ,,0.25</code>
* <code>npc_wander npc_maple,,5,7,7,9</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 ===
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'''Examples'''  
'''Examples'''  
* <code>open_shop npc_maple</code>  
* <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 ===
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* <code>pathfind_to_player spyder_route2_roddick</code>  
* <code>pathfind_to_player spyder_route2_roddick</code>  
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>start_battle player,spyder_route2_roddick</code>  
* <code>start_battle spyder_route2_roddick</code>  


=== pause_music ===
=== pause_music ===
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* <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 1,020: Line 886:
'''Examples'''  
'''Examples'''  
* <code>play_sound sound_confirm</code>   
* <code>play_sound sound_confirm</code>   
=== player_face ===
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'''
* <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'''
* <code>player_face left</code> 
* <code>player_face up</code>
=== player_sprite ===
Check the player's sprite
'''Parameters'''
* <code>sprite</code>: slug of the sprite
'''Examples'''
* <code>is player_sprite adventurer</code> 
=== player_stop ===
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'''
* <code>None</code> 
'''Examples'''
* <code>player_stop</code> 


=== print ===
=== print ===
Line 1,032: Line 926:


=== quarantine ===
=== quarantine ===
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way.
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way.  


'''Parameters'''  
'''Parameters'''  
Line 1,063: Line 957:


=== random_encounter ===
=== random_encounter ===
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.
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.


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


  "slug": "route1",
<code>{"slug":"route1","monsters":[{"monster":"pairagrin","encounter_rate":3.5,"daytime":true,"exp_req_mod":1,"level_range":[2,4]}]}</code>
  "monsters": [
    {
      "monster": "pairagrin",
      "encounter_rate": 3.5,
      "variable": "daytime:true",
      "exp_req_mod": 1,
      "level_range": [
        2,
        4
      ]
    },


'''Parameters'''  
'''Parameters'''  
Line 1,151: Line 1,034:


=== remove_monster ===
=== remove_monster ===
Remove a monster from the party if the monster is there.
Remove a monster from the given trainer's party if the monster is there. Monster is determined by instance_id, which must be passed in a game variable.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>instance_id</code>: Id of the monster to remove.
* <code>trainer_slug</code>: Slug of the trainer. If no trainer slug is passed it defaults to the current player.


'''Examples'''  
'''Examples'''  
Line 1,180: Line 1,064:
* <code>remove_state</code> (it removes everything, excluding the basic ones)
* <code>remove_state</code> (it removes everything, excluding the basic ones)
* <code>remove_state JournalInfoState</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.
Open the monster menu and text input screens to rename a selected monster.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>rename_monster name_variable</code>   
* <code>rename_monster</code>   


=== rename_player ===
=== rename_player ===
Line 1,217: Line 1,092:
'''Examples'''  
'''Examples'''  
* <code>rumble duration,power</code>   
* <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 1,097:


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


Line 1,239: Line 1,104:


=== set_battle ===
=== set_battle ===
Append a new element in player.battles.
Set the key in the player.battle_history dictionary.


'''Parameters'''  
'''Parameters'''  
* <code>fighter</code>: Npc slug name (e.g. "npc_maple").
* <code>character</code>: Npc slug name (e.g. "npc_maple").
* <code>result</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>set_battle player,won,npc_maple</code> (player won against npc_maple)
* <code>set_battle npc_maple,won</code>


=== set_bubble ===
=== set_code ===
Put a bubble above player sprite.
Set a code and checks if it's correct or not. Case Sensitive: ATTENTION and AtTenTION are two different words.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <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>bubble</code>: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks
* <code>answer</code>: The right answer to the question.
* <code>variable</code>: Where the result (right/wrong) is saved.


'''Examples'''  
'''Examples'''  
* <code>set_bubble spyder_shopassistant</code> (remove bubble NPC)
* <code>set_code access_code,joke,name_variable</code>
* <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_economy ===
Line 1,266: Line 1,128:


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>economy_slug</code>: Slug of an economy.
* <code>economy_slug</code>: Slug of an economy.


Line 1,307: Line 1,169:
'''Examples'''  
'''Examples'''  
* <code>set_layer 255:0:0:128</code>
* <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.
Set the key and value in the money dictionary. It'll reset the previous amount.


'''Parameters'''  
'''Parameters'''  
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>amount</code>: Amount of money (>= 0) (default 0)
* <code>amount</code>: Amount of money


'''Examples'''  
'''Examples'''  
* <code>set_money player</code>
* <code>set_money player,500</code>
* <code>set_money player,500</code>


=== set_monster_attribute ===
=== set_mission ===
Set the given attribute of the monster to the given value.
Set mission.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>slug</code>: slug mission
* <code>attribute</code>: Name of the attribute.
* <code>operation</code>: add, remove or change
* <code>value</code>: Value of the attribute.
* <code>status</code>: completed, pending, failed (default pending)
* <code>npc_slug</code>: slug name (e.g. "npc_maple"), default player.


'''Examples'''  
'''Examples'''  
* <code>set_monster_attribute name_variable,name,jimmy</code> (the monster will be named jimmy)
* <code>set_mission mission1</code>
* <code>set_mission mission1,change,completed</code>


=== set_monster_flair ===
=== set_monster_flair ===
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'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed.
* <code>slot</code>: Slot of the monster in the party.
* <code>category</code>: Category of the monster flair.
* <code>category</code>: Category of the monster flair.
* <code>flair</code>: Name of the monster flair.
* <code>flair</code>: Name of the monster flair.


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>set_monster_flair 1,category,flair</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 ===
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'''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>level</code>: Number of levels to add. Negative numbers are allowed.
* <code>levels_added</code>: Number of levels to add. Negative numbers are allowed. Default 1. (optional)
* <code>slot</code>: Slot of the monster in the party. If no slot is specified, all monsters are leveled. (optional)


'''Examples'''  
'''Examples'''  
* <code>set_monster_level</code> (all the monsters in the party level up by 1)
* <code>set_monster_level 5,1</code>
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_level name_variable,1</code>


=== set_monster_status ===
=== set_monster_plague ===
Change the status of a monster in the current player's party.
Cure or infect a monster.


'''Parameters'''  
'''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>condition</code>: inoculated, healthy or infected
* <code>status</code>: Inoculated, healthy or infected, default healthy (optional)
* <code>slot</code>: Slot of the monster in the party. If no slot is specified, all monsters are touched by the action. (optional)


'''Examples'''  
'''Examples'''  
* <code>set_monster_status</code> (all the monsters in the party lose their status)
* <code>set_monster_plague infected</code>
or
* <code>set_monster_plague inoculated,1</code>
* <code>get_player_monster name_variable</code>
* <code>set_monster_status name_variable,status_blinded</code>


=== set_char_attribute ===
=== set_monster_status ===
Set the given attribute of the character to the given value.
Change the status of a monster in the current player's party.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>slot</code>: Slot of the monster in the party. If no slot is specified, all monsters are modified. (optional)
* <code>attribute</code>: Name of the attribute.
* <code>status</code>: Status to set. If no status is specified, the status is cleared.
* <code>value</code>: Value of the attribute.


'''Examples'''  
'''Examples'''  
* <code>set_char_attribute character,attribute,value</code>
* <code>set_monster_status 1,status_blinded</code>


=== set_party_attribute ===
=== set_npc_attribute ===
Set the given attribute of party's monsters to the given value.
Set the given attribute of the npc to the given value.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute.
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.
* <code>value</code>: Value of the attribute.


'''Examples'''  
'''Examples'''  
* <code>set_party_attribute player,name,jimmy</code> (all the monsters in the party will be named jimmy)
* <code>set_player_attribute npc_maple,attribute,value</code>


=== set_party_status ===
=== set_player_attribute ===
Records important information about all monsters in the party (eg average level of the party, etc.)
Set the given attribute of the player character to the given value.


'''Parameters'''  
'''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'''  
'''Examples'''  
* <code>set_party_status player</code>
* <code>set_player_attribute attribute,value</code>


=== set_player_name ===
=== set_player_name ===
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* <code>set_player_name jimmy:richard:linus</code> (random choice among jimmy, richard and linus)
* <code>set_player_name jimmy:richard:linus</code> (random choice among jimmy, richard and linus)


=== set_random_variable ===
=== set_player_template ===
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).
Switch template (sprite and combat_front).


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'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>sprite</code>: must be inside mods/tuxemon/sprites, eg: adventurer_brown_back.png -> adventurer
* <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)
* <code>combat_front</code>: must be inside mods/tuxemon/gfx/sprites/player, eg: adventurer.png -> adventurer (optional)


'''Examples'''  
'''Examples'''  
* <code>set_template player,adventurer,adventurer</code>
* <code>set_player_template default</code> this will set the default sprite (chosen at the beginning).
* <code>set_player_template adventurer,adventurer</code>
 
=== 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_tuxepedia ===
=== set_tuxepedia ===
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'''Parameters'''  
'''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>monster_slug</code>: Monster slug name (e.g. "rockitten").  
* <code>label</code>: seen / caught
* <code>string</code>: seen / caught


'''Examples'''  
'''Examples'''  
* <code>set_tuxepedia player,rockitten,caught</code>
* <code>set_tuxepedia rockitten,caught</code>


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


'''Examples'''  
'''Examples'''  
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=== start_battle ===
=== start_battle ===
Start a battle between two characters and switch to the combat module.
Start a battle with an NPC defined in <code>resources/db/npc</code>.
 
Here is an example NPC file:
 
''resources/db/npc/maple.json'' 
 
json
{
  "slug": "maple_girl",
  "template": [
    {
      "sprite_name": "girl1",
      "combat_front": "heroine",
      "slug": "heroine"
    }
  ],
  "monsters": [
    {
      "name": "Snowball",
      "slug": "bamboon",
      "level": 5,
      "money_mod": 10,
      "exp_req_mod": 27,
      "gender": "male"
    }
  ]
}


'''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 ===
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'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>monster_id</code>: Id of the monster to store.  
* <code>box</code>: An existing box where the monster will be stored. (optional)
* <code>box</code>: An existing box where the monster will be stored. (optional)


Line 1,543: Line 1,407:


'''Parameters'''  
'''Parameters'''  
* <code>trans_time</code>: Transition time in seconds - default 0.3. 
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>teleport_faint</code>
* <code>teleport_faint</code>
* <code>teleport_faint 6.9</code>


=== teleport ===
=== teleport ===
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'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id (removed).
* <code>removed</code>: Instance id (name variable).
* <code>added</code>: Slug monster or Name of the variable where to store the monster id (added).
* <code>added</code>: Slug monster.


'''Examples'''  
'''Examples'''  
Line 1,574: Line 1,437:


=== transfer_money ===
=== transfer_money ===
Transfer money between entities. Both entities needs to have a wallet.
Performs a mathematical transaction on the player's money.


'''Parameters'''  
'''Parameters'''  
* <code>slug1</code>: Slug name (e.g. NPC, etc.)
* <code>transaction</code>: Operator symbol.
* <code>amount</code>: Amount of money.
* <code>amount</code>: Amount of money.
* <code>slug2</code>: Slug name (e.g. NPC, etc.)
* <code>slug</code>: Slug name (e.g. NPC, etc.) (optional)


'''Examples'''  
'''Examples'''  
* <code>transfer_money player,100,npc_mom</code> (player transfers 100 to mom)
* <code>transfer_money +,100,npc_mom</code> (player gets 100 from mom)
* <code>transfer_money -,100,npc_mom</code> (mom gets 100 from player)
* <code>transfer_money +,100</code> (player gets 100)


=== transition_teleport ===
=== transition_teleport ===
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* <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 - default 2. (optional)
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


Line 1,614: Line 1,479:
* <code>text</code>: The msgid in the PO file.
* <code>text</code>: The msgid in the PO file.
* <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>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>style</code>: a predefined style in db/dialogue/dialogue.json


'''Examples'''  
'''Examples'''  
* <code>translated_dialog msgid</code>   
* <code>translated_dialog msgid</code>   


=== unlock_controls ===
=== tuxepedia_print ===
Unlock player controls
Print the current value of Tuxepedia to the console. If no monster is specified, print out values of all Tuxepedia.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").


'''Examples'''  
'''Examples'''  
* <code>unlock_controls</code>
* <code>tuxepedia_print</code>
* <code>tuxepedia_print rockitten</code>


=== update_tile_properties ===
=== unlock_controls ===
Update tile properties. Enable movement and/or the moverate. '''moverate 0 = not accessible'''. The surface keys supported are: '''surfable''', '''walkable''' and '''climbable'''.
Unlock player controls


'''Parameters'''  
'''Parameters'''  
* <code>label</code>: Name of the property
* <code>None</code>
* <code>moverate</code>: Value of the moverate (eg 1 equal moverate, default 1)


'''Examples'''  
'''Examples'''  
* <code>update_tile_properties surfable,0.5</code>   
* <code>unlock_controls</code>   


=== variable_math ===
=== variable_math ===
Line 1,678: Line 1,542:


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>monster_id</code>: The id of the monster to pull (variable).
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). The one who is going to receive the monster.
* <code>trainer</code>: Slug of the trainer that will receive the monster. It defaults to the current player.
           
 
'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>get_player_monster name_variable</code>
Line 1,696: Line 1,560:


=== Battle related ===
=== Battle related ===
* <code>battle_last_result</code>: the result can be <code>won</code>, <code>draw</code>, <code>lost</code> or <code>ran</code>.
other variables include:
* <code>battle_last_monster_name</code> name of the last monster fought.
* <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_level</code> level of the last monster fought.
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* <code>battle_last_monster_category</code> category 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.
* <code>battle_last_monster_shape</code> shape of the last monster fought.
 
* <code>battle_last_trainer</code> slug of the last trainer fought (it applies only to trainer battles).
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 ===
=== Time related ===
* <code>weekday</code> tracks the day of the week (Monday, Tuesday, etc.)
* <code>hour</code> tracks the hour
* <code>hour</code> tracks the hour
* <code>day_of_year</code> tracks the days in a year (1 to 365/366)
* <code>day_of_year</code> tracks the days in a year (1 to 365/366)
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* <code>party_level_average</code> the result shows the average level in the player's party.
* <code>party_level_average</code> the result shows the average level in the player's party.


== Examples ==
=== Examples ===


==== Battle ====
==== Battle ====
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==== Steps Countdown ====
==== Steps Countdown ====
Let's say you want to trigger an event after 1234 steps:
Let's say you want to trigger an event after 1234 steps:
* <code>set_variable steps_whatever:1234</code>
* <code>set_variable steps_whatever:1234</code>: <code>steps_</code> followed by your variable <code>whatever</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.
* <code>is variable_is steps_whatever,equals,0.0</code>: Checking for the results, separate event.


Line 1,767: Line 1,625:
Let's say you want to set up and event for trading monsters. You need 3 events after creating the NPC in map.
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>monster1</code> (monster desired by the NPC)
* <code>monster2</code> (monster the NPC wants to trade in exchange)
* <code>monster2</code> (monster the NPC wants to trade)


1st: if the player has the monster
1st: if the player has the monster
    <property name="act10" value="translated_dialog dialog_npc1"/>
* <code>translated_dialog dialog_npc1</code>
    <property name="act20" value="translated_dialog_choice yes:no,npc_willtrade"/>
* <code>translated_dialog_choice yes:no,npc_willtrade</code>
    <property name="behav10" value="talk npc_slug"/>
* <code>talk npc_slug</code>
    <property name="cond10" value="is has_monster player,monster1"/>
* <code>is has_monster monster1</code>
    <property name="cond20" value="not variable_set npc_hastraded:yes"/>
* <code>not variable_set npc_hastraded:yes</code>
2nd: if the player hasn't the monster
2nd: if the player hasn't the monster
    <property name="act10" value="translated_dialog dialog_npc1"/>
* <code>translated_dialog dialog_npc1</code>
    <property name="act20" value="translated_dialog dialog_npc_nomonster1"/>
* <code>translated_dialog dialog_npc_nomonster1</code>
    <property name="behav10" value="talk npc_slug"/>
* <code>talk npc_slug</code>
    <property name="cond10" value="not has_monster player,monster1"/>
* <code>not has_monster monster1</code>
    <property name="cond20" value="not variable_set npc_hastraded:yes"/>
* <code>not variable_set npc_hastraded:yes</code>
3rd: trading part
3rd: trading part
    <property name="act10" value="translated_dialog dialog_npc_willtrade"/>
* <code>translated_dialog dialog_npc_willtrade</code>
    <property name="act20" value="get_player_monster name_variable"/>
* <code>get_player_monster name_variable</code>
    <property name="act30" value="trading name_variable,traded_monster"/>
* <code>trading name_variable,traded_monster</code>
    <property name="act40" value="set_variable npc_hastraded:yes"/>
* <code>set_variable npc_hastraded:yes</code>
    <property name="cond10" value="is has_monster player,monster1"/>
* <code>is has_monster monster1</code>
    <property name="cond20" value="is variable_set npc_willtrade"/>
* <code>is variable_set npc_willtrade</code>
    <property name="cond30" value="not variable_set npc_hastraded"/>
* <code>not variable_set npc_hastraded</code>


==== Get Party Monster ====
==== 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).
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"/>
* <code>add_monster rockitten,20,npc_slug,27,10</code>
    <property name="act20" value="add_monster vivipere,20,npc_slug,27,10"/>
* <code>add_monster vivipere,20,npc_slug,27,10</code>
    <property name="act30" value="add_monster budaye,20,npc_slug,27,10"/>
* <code>add_monster budaye,20,npc_slug,27,10</code>
    <property name="act40" value="add_monster rockitten,20,npc_slug,27,10"/>
* <code>add_monster rockitten,20,npc_slug,27,10</code>
    <property name="act50" value="add_monster nut,20,npc_slug,27,10"/>
* <code>add_monster nut,20,npc_slug,27,10</code>
    <property name="act60" value="get_party_monster npc_slug"/>
* <code>get_party_monster npc_slug</code>
    <property name="act70" value="add_tech iid_slot_3,canine"/> ---> iid_slot_3 followed by [[Canine]]
* <code>add_tech iid_slot_3,canine,,,,npc_slug</code> here <code>iid_slot_3</code> followed by [[Canine]]
    <property name="act80" value="start_battle player,npc_slug"/>
* <code>start_battle npc_slug</code>
 
==== 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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