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>not button_pressed K_SPACE</code>  
* <code>not button_pressed K_SPACE</code>  


=== char_at ===
=== check_evolution ===
Check to see if the character is at the condition position on the map.
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'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>method</code>: Method or methods of evolution. "all" means all the existing methods.


'''Examples'''  
'''Examples'''  
* <code>is char_at Maple</code>
* <code>is check_evolution standard</code>
* <code>is check_evolution standard:tech:stat</code>
* <code>is check_evolution all</code>


=== char_defeated ===
=== check_mission ===
Check to see the character has at least one tuxemon, and all tuxemon in their party are defeated.
Check to see the player has failed or completed a mission. Check to see if a mission is still pending.


'''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>staths</code>: pending, completed or failed   


'''Examples'''  
'''Examples'''  
* <code>is char_defeated player</code>
* <code>is check_mission mission1,completed</code>
* <code>is check_mission mission1,pending</code>
* <code>is check_mission mission1:mission2,completed</code>
* <code>is check_mission all,completed</code>


=== char_exists ===
=== current_state ===
Check to see if a character object exists in the current list of NPCs.
Check to see if one or multiple state/states has/have been started or not.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>state</code>: Either "CombatState", "DialogState", etc


'''Examples'''  
'''Examples'''  
* <code>not char_exists npc_maple</code>
* <code>is current_state DialogState</code>
* <code>is current_state CombatState:DialogState</code>


=== char_facing ===
=== has_bag ===
Check to see where a character is facing.
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>direction</code>: One of "up", "down", "left" or "right".
* <code>value</code>: The value to compare the bag with.


'''Examples'''  
'''Examples'''  
* <code>is char_facing npc_maple,up</code>
* <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>not char_facing npc_maple,down</code>
* <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)


=== char_facing_char ===
=== has_box ===
Check to see the character is next to and facing a particular character.
Check to see how many monsters are in the box.


'''Parameters'''  
'''Parameters'''  
* <code>character1</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>character2</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>value</code>: The value to compare the party with.
* <code>box</code>: The box name.


'''Examples'''  
'''Examples'''  
* <code>is char_facing_char npc_maple,player</code>
* <code>is has_box Kennel,less_than,1</code>


=== char_facing_tile ===
=== has_item ===
Check to see if a character is facing a tile position.
Check to see if a NPC inventory contains something.


'''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").
'''Examples'''
* <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>is char_facing_tile npc_maple</code>
* <code>quantity</code>: Quantity to compare with. (optional)
 
=== 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'''  
'''Examples'''  
* <code>is char_in npc_maple,surfable</code>
* <code>is has_item player,potion</code>
* <code>is has_item player,potion,greater_than,2</code>


=== char_moved ===
=== has_monster ===
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.
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.


'''Examples'''  
'''Examples'''  
* <code>is char_moved player</code>
* <code>is has_monster txmn_pigabyte</code>


=== char_sprite ===
=== has_party_breeder ===
Check the character's sprite
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").
* <code>sprite</code>: NPC's sprite (eg maniac, florist, etc.)


'''Examples'''  
'''Examples'''  
* <code>is char_sprite player,adventurer</code>
* <code>is has_party_breeder</code>


=== check_char_parameter ===
=== has_sprite ===
Check the parameter's value of the character against a given value.
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.)
* <code>parameter</code>: Name of the parameter to check (eg. "name", "steps", etc.).
* <code>value</code>: Given value to check.


'''Examples'''  
'''Examples'''  
* <code>is check_char_parameter player,name,alpha</code>
* <code>is has_sprite swimmer</code>


=== check_evolution ===
=== has_tech ===
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 if the player has a technique in his party (one of the monsters).


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


'''Examples'''  
'''Examples'''  
* <code>is check_evolution player</code>
* <code>is has_tech bullet</code>


=== check_max_tech ===
=== location_inside ===
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.
Check to see if the player is inside.


'''Parameters'''  
'''Examples'''  
* <code>nr</code>: Number of tech, default the constant
* <code>is location_inside</code>


'''Examples'''
=== location_name ===
* <code>is check_max_tech</code>
Check to see if the player is in a certain location name.
* <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'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>technique</code>: Slug name. It's the name inside the maps. eg. <code><property name="slug" value="routeb"/></code>, so slug = routeb
* <code>method</code>: Mission or missions, "all" means all the existing missions. 
* <code>staths</code>: pending, completed or failed   


'''Examples'''  
'''Examples'''  
* <code>is check_mission player,mission1,completed</code>
* <code>is location_name routeb</code>
* <code>is check_mission player,mission1,pending</code>
* <code>is location_name routea:routeb</code>
* <code>is check_mission player,mission1:mission2,completed</code>
* <code>is check_mission player,all,completed</code>


=== check_party_parameter ===
=== location_type ===
Check to see the player has failed or completed a mission. Check to see if a mission is still pending.
Check to see if the player is in a certain location type.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>slug</code>: Slug name. Either all, notype, town, route, clinic, shop, dungeon
* <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'''  
'''Examples'''  
* <code>check_party_parameter player,level,5,equals,1</code> (is there 1 monster in the party at level 5? True/False)
* <code>is location_type town</code>
* <code>is location_type town:shop:clinic</code>


=== check_world ===
=== money_is ===
Check some world's parameter against a given value.  
Check to see if the player has a certain amount of money (pocket).


'''Parameters'''  
'''Parameters'''  
* <code>parameter</code>: Name of the parameter to check (eg. "layer", etc.).
* <code>slug</code>: Slug name (player).
* <code>value</code>: Given value to check.
* <code>operator</code>: One of "==", "!=", ">", ">=", "<" or "<=".
 
* <code>amount</code>: Amount of money.
'''Supported parameters'''
* '''layer''': color value which is used to overlay the world
* '''bubble''': speech bubble of an npc


'''Examples'''  
'''Examples'''  
* <code>is check_world</code>
* <code>is money_is player,>=,500</code>
* <code>is check_world layer,255:255:255:0</code>


=== current_state ===
=== monster_flair ===
Check to see if one or multiple state/states has/have been started or not.
Check to see if the given monster flair matches the expected value.


'''Parameters'''  
'''Parameters'''  
* <code>state</code>: Either "CombatState", "DialogState", etc
* <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'''  
'''Examples'''  
* <code>is current_state DialogState</code>
* <code>to be defined</code>
* <code>is current_state CombatState:DialogState</code>


=== has_bag ===
=== monster_property ===
Check to see how many items are in the character's bag. It doesn't count invisible items.
Check to see if a monster in the party has one of the following property.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <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>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>: Value to compare the property 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 monster_property level,15</code>
* <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 monster_property gender,male</code>
* <code>is monster_property stage,standalone</code>
* <code>is monster_property shape,aquatic</code>


=== has_box ===
=== music_playing ===
Check to see how many monsters are in the character's box.
Check to see if the specified music file is currently playing.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>music_file</code>: The music file to check.
* <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'''  
'''Examples'''  
* <code>is has_box player,Kennel,less_than,1</code>
* <code>is music_playing 472452_8-Bit-Ambient.ogg</code>
 
 
=== has_item ===
=== npc_at ===
Check to see if a NPC inventory contains something.
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'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>name</code>: The name of the NPC.  
* <code>item</code>: The item slug name (e.g. "item_cherry").
* <code>x</code>: X tile coordinates that the player is at (optional)
* <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>y</code>: Y tile coordinate that the player is at (optional)
* <code>quantity</code>: Quantity to compare with. (optional)


'''Examples'''  
'''Examples'''  
* <code>is has_item player,potion</code>
* <code>is npc_at Maple</code>
* <code>is has_item player,potion,greater_than,2</code>
* <code>is npc_at Maple,4,3</code>


=== has_monster ===
=== npc_exists ===
Check to see if a character has a monster in its party.
Check to see if an NPC exists on the current map with <code>npc_name</code>.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>npc_name</code>: The name of the NPC on the current map.
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").


'''Examples'''  
'''Examples'''  
* <code>is has_monster player,rockitten</code>
* <code>not npc_exists Apple</code>


=== has_party_breeder ===
=== npc_facing_tile ===
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 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>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>name</code>: The name of the NPC.  


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


=== has_tech ===
=== npc_facing ===
Check to see if the player has a technique in his party (one of the monsters).
Check to see if the npc is facing: <code>up</code>, <code>down</code>, <code>left</code> or <code>right</code>.


'''Parameters'''  
'''Parameters'''  
* <code>technique</code>: Technique slug name (e.g. "bullet").
* <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'''  
'''Examples'''  
* <code>is has_tech bullet</code>
* <code>is npc_facing Maple,up</code>
* <code>not npc_facing Maple,down</code>
 
=== once ===
Checks the date saved in the variables with today's date.


=== location_inside ===
'''Parameters'''
Check to see if the player is inside.
* <code>timeframe</code>: nr of days the event stays "blocked" (eg. 1, 7, etc.)
* <code>variable</code>: Variable where the date is stored.


'''Examples'''  
'''Examples'''  
* <code>is location_inside</code>
* <code>set_variable variable_name:today</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)


=== location_name ===
=== one_of ===
Check to see if the player is in a certain location name.
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'''  
'''Parameters'''  
* <code>technique</code>: Slug name. It's the name inside the maps. eg. <code><property name="slug" value="routeb"/></code>, so slug = routeb
* <code>variable</code>: The variable to check.
* <code>values</code>: Value to check for (multiple values separated by ":").


'''Examples'''  
'''Examples'''  
* <code>is location_name routeb</code>
* <code>is one_of stage_of_day,afternoon:dusk:morning</code>
* <code>is location_name routea:routeb</code>


=== location_type ===
=== party_infected ===
Check to see if the player is in a certain location type.
Check to see how many monster are infected and stores the iids.


'''Parameters'''  
'''Parameters'''  
* <code>slug</code>: Slug name. Either all, notype, town, route, clinic, shop, dungeon
* <code>value</code>: all, some or none.


'''Examples'''  
'''Examples'''  
* <code>is location_type town</code>
* <code>is party_infected some</code>
* <code>is location_type town:shop:clinic</code>


=== money_is ===
=== party_size ===
Check to see if the player has a certain amount of money (pocket).
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 "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>party_size</code>: The size of the party to check against.
* <code>amount</code>: Amount of money or value stored in variable.


'''Examples'''  
'''Examples'''  
* <code>is money_is player,>=,500</code>
* <code>is party_size less_than,1</code>
* <code>is money_is player,equals,name_variable</code> (name_variable:75)
* <code>not party_size equals,0</code>
* <code>is party_size greater_than,4</code>


=== monster_flair ===
=== player_at ===
Check to see if the given monster flair matches the expected value.
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>slot</code>: Position of the monster in the player monster list.
* <code>x</code>: X tile coordinates that the player is at (optional) 
* <code>property</code>: Category of the flair.
* <code>y</code>: Y tile coordinate that the player is at (optional)
* <code>name</code>: Name of the flair.


'''Examples'''  
'''Examples'''  
* <code>to be defined</code>
* <code>is player_at</code> 
* <code>is player_at 4,3</code>


=== music_playing ===
=== player_defeated ===
Check to see if the specified music file is currently playing.
Check to see the player has at least one tuxemon, and all tuxemon in their party are defeated.


'''Parameters'''  
'''Parameters'''  
* <code>music_file</code>: The music file to check.
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>is music_playing 472452_8-Bit-Ambient.ogg</code>
* <code>is player_defeated</code>


=== once ===
=== player_facing_npc ===
Checks the date saved in the variables with today's date.
Check to see if the player is facing an NPC with the name <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>is player_facing_npc Apple</code>
* <code>is once 1,variable_name</code> (it blocks the event for 1 day)
 
or
=== player_facing_tile ===
* <code>is once 7,variable_name</code> (it blocks the event for 7 days - 1 week)
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>


=== one_of ===
=== player_facing ===
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 where an NPC is facing.


'''Parameters'''  
'''Parameters'''
* <code>variable</code>: The variable to check.
* <code>direction</code>: One of "up", "down", "left" or "right".
* <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 player_facing right</code>


=== party_infected ===
=== player_in ===
Check to see how many monster are infected in the character's party.
Check to see if the player is at the condition position on a specific set of tiles.


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


'''Examples'''  
'''Examples'''  
* <code>is party_infected some</code>
* <code>is player_in surfable</code>


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


'''Examples'''  
'''Examples'''  
* <code>is party_size less_than,1</code>
* <code>is player_moved</code>
* <code>not party_size equals,0</code>
 
* <code>is party_size greater_than,4</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 ===
Line 391: Line 385:
* <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 ===
Line 402: Line 394:
'''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.


Line 475: Line 467:


'''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 ===
Line 523: Line 527:
* <code>change_bg gradient_blue</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 ===
Line 539: Line 533:
'''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'''  
Line 545: Line 539:
* <code>change_state JournalInfoState,rockitten</code>
* <code>change_state JournalInfoState,rockitten</code>


=== char_face ===
=== choice_item ===
Make the character face a certain direction.
Ask the player to make a choice among items.


'''Parameters'''   
'''Parameters'''   
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>choices</code>: List of possible choices (item slugs eg: potion:tea), separated by a colon ":".
* <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>.
* <code>variable</code>: Variable to store the result of the choice.


'''Examples'''  
'''Examples'''  
* <code>char_face player,down</code>
* <code>choice_monster potion:tea,name_variable</code>
* <code>char_face npc_maple,right</code>


=== char_look ===
=== choice_monster ===
Make a character look around.
Ask the player to make a choice among monsters.


'''Parameters'''  
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>choices</code>: List of possible choices (monster slugs eg: rockitten:apeoro), separated by a colon ":".
* <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>variable</code>: Variable to store the result of the choice.
* <code>directions</code>: the direction the npc is going to look, by default all. (optional)


'''Examples'''  
'''Examples'''  
* <code>char_look character</code> 
* <code>choice_monster apeoro:rockitten,name_variable</code>
* <code>char_look character,,right:left</code>


=== char_move ===
=== choice_npc ===
Relative tile movement for character.
Ask the player to make a choice among NPCs.


'''Parameters'''  
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <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'''  
'''Examples'''  
* <code>char_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1</code>
* <code>choice_monster billie:maple,name_variable</code>


=== char_plague ===
=== clear_kennel ===
Set the character as infected, inoculated or healthy.
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'''  
'''Parameters'''
* <code>condition</code>: Infected, inoculated or healthy.
* <code>kennel</code>: The kennel to clear.
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). (optional)
* <code>transfer</code>: The kennel to transfer the monsters. (optional)


'''Examples'''  
'''Examples'''  
* <code>char_plague infected,npc_maple</code>
* <code>clear_kennel name_kennel, new_kennel</code>


=== char_run ===
=== clear_tuxepedia ===
Set the character movement speed to the global run speed.
Clear the key and value in the Tuxepedia dictionary.


'''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").


'''Examples'''  
'''Examples'''  
* <code>char_run npc_mom</code>
* <code>clear_tuxepedia rockitten</code>


=== char_speed ===
=== clear_variable ===
Set the character movement speed to a custom value.
Clear the value of a variable from the game.


'''Parameters'''  
'''Parameters''' :  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>variable</code>: The variable to clear.
* <code>speed</code>: Speed amount.


'''Examples'''  
'''Examples'''  
* <code>char_speed npc_mom,0.2</code>
* <code>clear_variable name_variable</code>


=== char_stop ===
=== copy_variable ===
Make the character stop moving.
Copy the value of var2 into var1 (e.g. var1 = var 2).


'''Parameters'''  
'''Parameters''' :
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>var1</code>: The variable to copy to.
* <code>var2</code>: The variable to copy from.


'''Examples'''  
'''Examples'''  
* <code>char_stop npc_mom</code>
* <code>copy_variable new_variable,old_variable</code>


=== char_walk ===
=== create_npc ===
Set the character movement speed to the global walk speed.
Creates an NPC and places them on the current map.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>name</code>: The name of the NPC to create. This NPC should exist in <code>resources/db/npc</code> in JSON format. 
* <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>behavior</code>: The NPC's movement behavior. Currently not implemented.


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


=== char_wander ===
=== delayed_teleport ===
Make a character wander around the map.
Set teleport information. Teleport will be triggered during screen transition. Only use this if followed by a transition.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>map_name</code>: Name of the map to teleport to.
* <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>position_x</code>: X position to teleport to.
* <code>t_bound</code>: Coordinates top_bound vertex (e.g. 5,7)
* <code>position_y</code>: Y position to teleport to.
* <code>b_bound</code>: Coordinates bottom_bound vertex (e.g. 7,9)


'''Examples'''  
'''Examples'''  
* <code>char_wander npc_maple</code>
* <code>delayed_teleport cotton_town,10,10</code>
* <code>char_wander npc_maple,,5,7,7,9</code>


=== choice_item ===
=== evolution ===
Ask the player to make a choice among items.
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>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'''  
'''Examples'''  
* <code>choice_monster potion:tea,name_variable</code>
* <code>evolution</code>


=== choice_monster ===
=== fadeout_music ===
Ask the player to make a choice among monsters.
Fades out music over <code>x</code> milliseconds.


'''Parameters'''
'''Parameters'''  
* <code>choices</code>: List of possible choices (monster slugs eg: rockitten:apeoro), separated by a colon ":".
* <code>time_seconds</code>: Time in milliseconds to fade out the currently playing music.
* <code>variable</code>: Variable to store the result of the choice.


'''Examples'''  
'''Examples'''  
* <code>choice_monster apeoro:rockitten,name_variable</code>
* <code>fadeout_music 2</code>


=== choice_npc ===
=== get_party_monster ===
Ask the player to make a choice among NPCs.
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'''
'''Parameters'''  
* <code>choices</code>: List of possible choices (npc slugs eg: maple:billie), separated by a colon ":".
* <code>npc_slug</code>: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)
* <code>variable</code>: Variable to store the result of the choice.


'''Examples'''  
'''Examples'''  
* <code>choice_monster billie:maple,name_variable</code>
* <code>get_party_monster</code>
* <code>get_party_monster npc_maple</code>
 
=== get_player_monster ===
Select a monster in the player party and store its id in a variable.


=== clear_kennel ===
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.
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'''
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".
* <code>kennel</code>: The kennel to clear.
 
* <code>transfer</code>: The kennel to transfer the monsters. (optional)
Note:
* 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'''  
* <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'''  
'''Examples'''  
* <code>clear_kennel name_kennel, new_kennel</code>
* <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>


=== clear_tuxepedia ===
=== kennel_print ===
Clear the key and value in the Tuxepedia dictionary.
Print all the kennels or one. It returns <name, qty, visible/hidden>, where *qty = number of monsters inside.


'''Parameters'''
'''Parameters'''  
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
* <code>kennel</code>: Name of the kennel. (optional)


'''Examples'''  
'''Examples'''  
* <code>clear_tuxepedia rockitten</code>
* <code>kennel_print</code>
* <code>kennel_print name_kennel</code>


=== clear_variable ===
=== lock_controls ===
Clear the value of a variable from the game.
Lock player controls.


'''Parameters''' :
'''Parameters'''  
* <code>variable</code>: The variable to clear.
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>clear_variable name_variable</code>
* <code>lock_controls</code>


=== copy_variable ===
=== menu ===
Copy the value of var2 into var1 (e.g. var1 = var 2).
Enable/disable one or more menu.


'''Parameters''' :
'''Parameters'''  
* <code>var1</code>: The variable to copy to.
* <code>act</code>: enable or disable
* <code>var2</code>: The variable to copy from.
* <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>copy_variable new_variable,old_variable</code>
* <code>menu disable,menu_bag</code>


=== create_npc ===
=== modify_npc_attribute ===
Creates an NPC and places them on the current map.
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>name</code>: The name of the NPC to create. This NPC should exist in <code>resources/db/npc</code> in JSON format.
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>tile_pos_x</code>: The X-tile coordinate to place the NPC.
* <code>attribute</code>: Name of the attribute to modify.
* <code>tile_pos_y</code>: The Y-tile coordinate to place the NPC. 
* <code>value</code>: Value of the attribute modifier.
* <code>behavior</code>: The NPC's movement behavior. Currently not implemented.


'''Examples'''  
'''Examples'''  
* <code>create_npc Maple,2,3</code> 
* <code>modify_npc_attribute npc_slug,attribute,value</code>
* <code>create_npc Pine,1,6,stand</code>


=== delayed_teleport ===
=== modify_player_attribute ===
Set teleport information. Teleport will be triggered during screen transition. Only use this if followed by a transition.
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>map_name</code>: Name of the map to teleport to.
* <code>attribute</code>: Name of the attribute to modify.
* <code>position_x</code>: X position to teleport to.
* <code>value</code>: Value of the attribute modifier.
* <code>position_y</code>: Y position to teleport to.


'''Examples'''  
'''Examples'''  
* <code>delayed_teleport cotton_town,10,10</code>
* <code>modify_player_attribute attribute,value</code>


=== evolution ===
=== money_print ===
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>
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>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>slug</code>: Slug name (e.g. player or NPC, etc.). (optional)


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


=== fadeout_music ===
=== npc_face ===
Fades out music over <code>x</code> milliseconds.
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>time_seconds</code>: Time in milliseconds to fade out the currently playing music.
* <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>fadeout_music 2</code>
* <code>npc_face Maple,left</code> 
* <code>npc_face Pine,up</code>


=== format_variable ===
=== npc_look ===
Format the value of a variable from the game (eg. float or int).
Make an NPC look around.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: The variable to format.
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>type_format</code>: Kind of format (float or int).
* <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>format_variable name_variable,int</code>
* <code>npc_look npc_slug</code>
* <code>format_variable name_variable,float</code>
* <code>npc_look npc_slug,,right:left</code>


=== get_monster_tech ===
=== npc_move ===
Select a tech among the monster's moves. It allows filtering: slug, element, range.
Determines the NPC's movement behaviour.  


'''Parameters'''  
'''Parameters'''  
* <code>variable_name</code>: Variable where to store the technique id.
* <code>name</code>: The name of the npc. 
* <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'''  
'''Examples'''  
* <code>get_monster_tech name_variable,monster_id</code>
* <code>npc_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1</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 ===
=== npc_plague ===
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.)
Set the NPC as infected, inoculated or healthy.


'''Parameters'''  
'''Parameters'''  
* <code>npc_slug</code>: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)
* <code>condition</code>: Infected, inoculated or healthy
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple"). (optional)


'''Examples'''  
'''Examples'''  
* <code>get_party_monster</code>
* <code>npc_plague spyder_homemakerpapertown</code>
* <code>get_party_monster npc_maple</code>


=== get_player_monster ===
=== npc_run ===
Select a monster in the player party and store its id in a variable.
Sets the NPC's speed to the universal run speed.
 
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.
 
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".
 
Note:
* 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'''  
'''Parameters'''  
* <code>variable_name</code>: Name of the variable where to store the monster id.
* <code>name</code>: The name of the npc.
* <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'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>npc_run npc_mom</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_speed ===
Gives experience points to the monster.
Sets the NPC's walk speed.  


'''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.


'''Examples'''  
'''Examples'''  
* <code>give_experience name_variable,steps_variable"</code>
* <code>npc_speed npc_mom, 0.2</code>
* <code>give_experience name_variable,420</code>


=== info ===
=== npc_walk ===
Records monster's attribute values inside a game variable. It allows to record the monster's owner attribute values too.
Sets the NPC's speed to the universal walk speed.  


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>name</code>: The name of the npc.  
* <code>attribute</code>: The attribute to check (level, speed, etc.).


'''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>npc_walk npc_mom</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 ===
=== npc_wander ===
Set a code and checks if it's correct or not. The player's output will be by default lowercase.
Sets the NPC's behaviour to wander about instead of stand in place.


'''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>npc_slug</code>: Npc slug name (e.g. "npc_maple").
* <code>variable</code>: Name of the variable where to store the output.
* <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>escape</code>: Whether the input can be closed or not. Default False.
* <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>input_variable access_code,response_question</code>
* <code>npc_wander npc_maple</code>
* <code>input_variable access_code,response_question,escape</code>
* <code>npc_wander npc_maple,,5,7,7,9</code>


=== load_game ===
=== open_shop ===
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)
Open the shop menu for a NPC.


'''Parameters'''  
'''Parameters'''  
* <code>index</code>: Selected index. (optional)
* <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'''  
'''Examples'''  
* <code>load_game</code> (it's going to load slot4.save)
* <code>open_shop npc_maple</code>  
* <code>load_game 0</code> (it's going to load slot1.save)


=== lock_controls ===
=== pathfind ===
Lock player controls.
Moves an NPC to a certain tile on the map.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>name</code>: The name of the NPC to be moved.
* <code>tile_pos_x</code>: The X-tile coordinate to have the NPC to walk to. 
* <code>tile_pos_y</code>: The Y-tile coordinate to have the NPC to walk to.   


'''Examples'''  
'''Examples'''  
* <code>lock_controls</code>
* <code>pathfind Maple,2,3</code>
* <code>pathfind Pine,1,6</code>


=== menu ===
=== pathfind_to_player ===
Enable/disable one or more menu.
Pathfind NPC close the player.


'''Parameters'''  
'''Parameters'''  
* <code>act</code>: enable or disable
* <code>npc_slug</code>: 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>direction</code>: Approaches the player from up, down, left or right.
* <code>distance</code>: How many tiles (2, 3, 4, etc.)


'''Examples'''  
'''Examples'''  
* <code>menu disable,menu_bag</code>
* <code>pathfind_to_player spyder_route2_roddick</code>
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>start_battle spyder_route2_roddick</code>  


=== modify_char_attribute ===
=== pause_music ===
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.
Pauses the currently playing music.


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


=== modify_money ===
=== play_map_animation ===
Add or remove an amount of money for a wallet (slug).
Plays an animation on the map. The <code>position</code> parameter can also be <code>player</code> if you want to draw the animation at the player's location. Loop can be either <code>loop</code> or <code>noloop</code>.


'''Parameters'''  
'''Parameters'''  
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>.
* <code>amount</code>: Amount of money to add/remove (-/+)
* <code>duration</code>: The amount of time in seconds between each frame.
* <code>variable</code>: Name of the variable where to store the amount.
* <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>player</code> to draw the animation over the player.


'''Examples'''  
'''Examples'''  
* <code>modify_money npc_maple,100</code>
* <code>play_map_animation grass,0.1,noloop,player</code>
* <code>modify_money npc_maple,-50</code>
* <code>play_map_animation sign01,0.4,loop,33,10</code>
* <code>modify_money player,,name_variable</code>


=== modify_monster_bond ===
=== play_music ===
Add or remove an amount of money for a wallet (slug).
Plays an audio file.


'''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>filename</code>: Music file to load (slug inside the JSON in db/sound)
* <code>amount</code>: An int or float value, if no amount, then default 1 (int).
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
* <code>loop</code>: How many times loop, default forever. (optional)


'''Examples'''
'''Examples'''  
* <code>modify_monster_bond</code>
* <code>play_music music_mystic_island</code>  
* <code>modify_monster_bond name_variable,25</code>
* <code>modify_monster_bond name_variable,-0.5</code>


=== modify_monster_health ===
=== play_sound ===
Modify the hp of a monster in the current player's party.
Plays a sound file.


'''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>filename</code>: Sound file to load (slug inside the JSON in db/sound)
* <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.
* <code>volume</code>: Number between 0.0 and 1.0. (optional)


'''Examples'''  
'''Examples'''  
* <code>modify_monster_health</code>
* <code>play_sound sound_confirm</code>
* <code>modify_monster_health ,0.25</code>


 
=== player_face ===
=== modify_monster_stats ===
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>.
Change the stats 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 touched. (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>.
* <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>player_face left</code>
* <code>modify_monster_stats ,,0.25</code>
* <code>player_face up</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 ===
=== player_sprite ===
Open the shop menu for a NPC.
Check the player's sprite


'''Parameters'''  
'''Parameters'''  
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>sprite</code>: slug of the sprite
* <code>menu</code>: Either "buy", "sell" or "both". Default is "both". (optional)


'''Examples'''  
'''Examples'''  
* <code>open_shop npc_maple</code>  
* <code>is player_sprite adventurer</code>


=== overwrite_tech ===
=== player_stop ===
Overwrite / replace a technique with another.
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'''  
* <code>removed</code>: Name of the variable where to store the tech id.
* <code>None</code>
* <code>added</code>: Slug technique.


'''Examples'''  
'''Examples'''  
* <code>overwrite_tech name_variable,peck</code>  
* <code>player_stop</code>


=== pathfind ===
=== print ===
Moves an NPC to a certain tile on the map.
Print the current value of a game variable to the console. If no variable is specified, print out values of all game variables.


'''Parameters'''  
'''Parameters''' :  
* <code>name</code>: The name of the NPC to be moved.
* <code>variable</code>: Prints out the value of this variable (optional)
* <code>tile_pos_x</code>: The X-tile coordinate to have the NPC to walk to. 
* <code>tile_pos_y</code>: The Y-tile coordinate to have the NPC to walk to.   


'''Examples'''  
'''Examples'''  
* <code>pathfind Maple,2,3</code>  
* <code>print</code>
* <code>pathfind Pine,1,6</code>
* <code>print name_variable</code>


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


'''Parameters'''  
'''Parameters'''  
* <code>npc_slug</code>: Npc slug name (e.g. "npc_maple").
* <code>value</code>: in or out
* <code>direction</code>: Approaches the player from up, down, left or right.
* <code>amount</code>: number of monsters (optional)
* <code>distance</code>: How many tiles (2, 3, 4, etc.)


'''Examples'''  
'''Examples'''  
* <code>pathfind_to_player spyder_route2_roddick</code>  
* <code>quarantine out</code> everything out (player's party -> if full, then box)
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>quarantine out,5</code> eg. box contains 30 monsters <code>quarantine out,5</code>, it means 5 monsters by random
* <code>start_battle player,spyder_route2_roddick</code>  


=== pause_music ===
=== quit ===
Pauses the currently playing music.
Completely quit the game.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>None</code>


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


=== play_map_animation ===
=== random_battle ===
Plays an animation on the map. The <code>position</code> parameter can also be <code>player</code> if you want to draw the animation at the player's location. Loop can be either <code>loop</code> or <code>noloop</code>.
Start random battle with a random npc with a determined number of monster in a certain range of levels.


'''Parameters'''  
'''Parameters'''  
* <code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>.
* <code>nr_txmns</code>: Number of tuxemon (1 to 6).
* <code>duration</code>: The amount of time in seconds between each frame. 
* <code>min_level</code>: Minimum level of the party.
* <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>max_level</code>: Maximum level of the party.
* <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.


'''Examples'''  
'''Examples'''  
* <code>play_map_animation grass,0.1,noloop,player</code> 
* <code>random_battle 6,1,99</code>
* <code>play_map_animation sign01,0.4,loop,33,10</code>


=== play_music ===
=== random_encounter ===
Plays an audio 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>player_at</code> and <code>player_moved</code> conditions.


'''Parameters'''
Here is an example encounter file: ''resources/db/encounter/route1.json'' 
* <code>filename</code>: Music file to load (slug inside the JSON in db/sound)
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
* <code>loop</code>: How many times loop, default forever. (optional)


'''Examples'''
<code>{"slug":"route1","monsters":[{"monster":"pairagrin","encounter_rate":3.5,"daytime":true,"exp_req_mod":1,"level_range":[2,4]}]}</code>
* <code>play_music music_mystic_island</code>  
 
=== play_sound ===
Plays a sound file.


'''Parameters'''  
'''Parameters'''  
* <code>filename</code>: Sound file to load (slug inside the JSON in db/sound)
* <code>encounter_slug</code>: Slug of the encounter list.
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
* <code>total_prob</code>: Total sum of the probabilities. (optional)
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


'''Examples'''  
'''Examples'''  
* <code>play_sound sound_confirm</code>
* <code>random_encounter route1</code>
* <code>random_encounter route1,20</code>


=== print ===
=== random_integer ===
Print the current value of a game variable to the console. If no variable is specified, print out values of all game variables.
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''' :
'''Parameters'''  
* <code>variable</code>: Prints out the value of this variable (optional)
* <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'''  
'''Examples'''  
* <code>print</code> 
* <code>random_integer name_variable,1,9</code>
* <code>print name_variable</code>


=== quarantine ===
=== random_item ===
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way.
Pick a random item from a list and add it to the trainer's inventory.


'''Parameters'''  
'''Parameters'''  
* <code>value</code>: in or out
* <code>item_slug</code>: Item name to look up in the item database (multiple items separated by ":").
* <code>amount</code>: number of monsters (optional)
* <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>quarantine out</code> everything out (player's party -> if full, then box)
* <code>random_item potion:tea:revive</code> (adds 1 potion or tea or revive to the trainer's inventory).
* <code>quarantine out,5</code> eg. box contains 30 monsters <code>quarantine out,5</code>, it means 5 monsters by random
* <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).


=== quit ===
=== random_monster ===
Completely quit the game.
Add a monster to the specified trainer's party if there is room.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <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'''  
'''Examples'''  
* <code>quit</code>
* <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>


=== random_battle ===
=== remove_collision ===
Start random battle with a random npc with a determined number of monster in a certain range of levels.
Removes a collision defined by a specific label.


'''Parameters'''  
'''Parameters''' :
* <code>nr_txmns</code>: Number of tuxemon (1 to 6).
* <code>label</code>: Name of the obstacle.
* <code>min_level</code>: Minimum level of the party.
* <code>max_level</code>: Maximum level of the party.


'''Examples'''  
'''Examples'''  
* <code>random_battle 6,1,99</code>
* <code>remove_collision obstacle</code> (it can one added with add_collision or an existing zone in the .tmx file).
 
=== remove_contacts ===
Remove contact from the app (Nu Phone).


=== random_encounter ===
'''Parameters''' :
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.
* <code>slug</code>: slug name (e.g. "npc_maple").


Here is an example encounter file: ''resources/db/encounter/route1.json''
'''Examples'''  
* <code>remove_contacts npc_maple</code>


  "slug": "route1",
=== remove_monster ===
  "monsters": [
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.
    {
      "monster": "pairagrin",
      "encounter_rate": 3.5,
      "variable": "daytime:true",
      "exp_req_mod": 1,
      "level_range": [
        2,
        4
      ]
    },


'''Parameters'''  
'''Parameters'''  
* <code>encounter_slug</code>: Slug of the encounter list.
* <code>instance_id</code>: Id of the monster to remove.
* <code>total_prob</code>: Total sum of the probabilities. (optional)
* <code>trainer_slug</code>: Slug of the trainer. If no trainer slug is passed it defaults to the current player.
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


'''Examples'''  
'''Examples'''  
* <code>random_encounter route1</code>
* <code>get_player_monster name_variable</code>
* <code>random_encounter route1,20</code>
* <code>remove_monster name_variable</code>


=== random_integer ===
=== remove_npc ===
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.
Removes an NPC from the current map.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable.
* <code>name</code>: The name of the NPC to remove.
* <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'''  
'''Examples'''  
* <code>random_integer name_variable,1,9</code>
* <code>remove_npc Maple</code> 
* <code>remove_npc Pine</code>


=== random_item ===
=== remove_state ===
Pick a random item from a list and add it to the trainer's inventory.
Change to the specified state.


'''Parameters'''  
'''Parameters'''
* <code>item_slug</code>: Item name to look up in the item database (multiple items separated by ":").
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>quantity</code>: Quantity of the item to add or to reduce. By default it is 1. (optional)
* <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState).
* <code>trainer_slug</code>: Slug of the trainer that will receive the item. It defaults to the current player. (optional)


'''Examples'''  
'''Examples'''  
* <code>random_item potion:tea:revive</code> (adds 1 potion or tea or revive to the trainer's inventory).
* <code>remove_state</code> (it removes everything, excluding the basic ones)
* <code>random_item potion:tea:revive,2</code> (adds 2 potions or teas or revives to the trainer's inventory).
* <code>remove_state JournalInfoState</code> (it removes everything, excluding the basic ones)
* <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 ===
=== rename_monster ===
Add a monster to the specified trainer's party if there is room.
Open the monster menu and text input screens to rename a selected monster.


'''Parameters'''  
'''Parameters'''  
* <code>monster_level</code>: Level of the added monster.
* <code>None</code>
* <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'''  
'''Examples'''  
* <code>random_monster 10</code>
* <code>rename_monster</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 ===
=== rename_player ===
Removes a collision defined by a specific label.
Open the text input screen to rename the player.


'''Parameters''' :
'''Parameters'''  
* <code>label</code>: Name of the obstacle.
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>remove_collision obstacle</code> (it can one added with add_collision or an existing zone in the .tmx file).
* <code>rename_player</code>


=== remove_contacts ===
=== rumble ===
Remove contact from the app (Nu Phone).
Rumble available controllers with rumble support.


'''Parameters''' :
'''Parameters'''  
* <code>slug</code>: slug name (e.g. "npc_maple").
* <code>duration</code>: Time in seconds to rumble for.
* <code>power</code>: Percentage of power to rumble.


'''Examples'''  
'''Examples'''  
* <code>remove_contacts npc_maple</code>
* <code>rumble duration,power</code>


=== remove_monster ===
=== screen_transition ===
Remove a monster from the party if the monster is there.
Fades the screen to black and back over <code>x</code> seconds.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>transition_time</code>: Time in seconds - default 2  (optional).
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>screen_transition 2</code>
* <code>remove_monster name_variable</code>


=== remove_npc ===
=== set_battle ===
Removes an NPC from the current map.
Set the key in the player.battle_history dictionary.


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the NPC to remove.
* <code>character</code>: Npc slug name (e.g. "npc_maple").
* <code>result</code>: One among "won", "lost" or "draw"


'''Examples'''  
'''Examples'''  
* <code>remove_npc Maple</code> 
* <code>set_battle npc_maple,won</code>
* <code>remove_npc Pine</code>


=== remove_state ===
=== set_bubble ===
Change to the specified state.
Put a bubble above player sprite.


'''Parameters'''
'''Parameters'''  
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState).
* <code>bubble</code>: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks


'''Examples'''  
'''Examples'''  
* <code>remove_state</code> (it removes everything, excluding the basic ones)
* <code>set_bubble spyder_shopassistant</code> (remove bubble NPC)
* <code>remove_state JournalInfoState</code> (it removes everything, excluding the basic ones)
* <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)


=== remove_tech ===
=== set_code ===
Remove a specific technique from a specific monster.
Set a code and checks if it's correct or not. Case Sensitive: ATTENTION and AtTenTION are two different words.


'''Parameters'''
'''Parameters'''  
* <code>tech_id</code>: Name of the variable where to store the tech id.
* <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>answer</code>: The right answer to the question.
* <code>variable</code>: Where the result (right/wrong) is saved.


'''Examples'''  
'''Examples'''  
* <code>remove_tech name_variable</code>
* <code>set_code access_code,joke,name_variable</code>


=== rename_monster ===
=== set_economy ===
Open the text input screen to rename the monster.
Set the economy (prices of items) of the npc or player.


'''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>economy_slug</code>: Slug of an economy.


'''Examples'''  
'''Examples'''  
* <code>rename_monster name_variable</code>
* <code>set_economy spyder_shopkeeper,spyder_candy_scoop</code>


=== rename_player ===
=== set_kennel_visible ===
Open the text input screen to rename the player.
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'''  
'''Parameters'''  
* <code>None</code>
* <code>kennel</code>: Name of the kennel.
* <code>visible</code>: true/false.


'''Examples'''  
'''Examples'''  
* <code>rename_player</code>
* <code>set_kennel_visible name_kennel,true</code>
* <code>set_kennel_visible name_kennel,false</code>
 
=== 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.


=== rumble ===
msgid "kennel_name"
Rumble available controllers with rumble support.
msgstr "Kennel Name"


'''Parameters'''  
'''Parameters'''  
* <code>duration</code>: Time in seconds to rumble for.
* <code>kennel</code>: Name of the kennel.
* <code>power</code>: Percentage of power to rumble.
* <code>visible</code>: true/false.


'''Examples'''  
'''Examples'''  
* <code>rumble duration,power</code>
* <code>set_kennel new_kennel,true</code>


=== save_game ===
=== set_layer ===
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)
Allows to change the color of the transparent layer.


'''Parameters'''  
'''Parameters'''  
* <code>index</code>: Selected index. (optional)
* <code>rgb</code>: color (eg red > 255,0,0,128 > 255:0:0:128) - default transparent


'''Examples'''  
'''Examples'''  
* <code>save_game</code> (it's going to save slot4.save)
* <code>set_layer 255:0:0:128</code>
* <code>save_game 1</code> (it's going to save slot2.save)


=== screen_transition ===
=== set_money ===
Fades the screen to black and back over <code>x</code> seconds.
Set the key and value in the money dictionary. It'll reset the previous amount.


'''Parameters'''  
'''Parameters'''  
* <code>trans_time</code>: Time in seconds - default 0.3 (optional).
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
* <code>amount</code>: Amount of money


'''Examples'''  
'''Examples'''  
* <code>screen_transition 2</code>
* <code>set_money player,500</code>


=== set_battle ===
=== set_mission ===
Append a new element in player.battles.
Set mission.


'''Parameters'''  
'''Parameters'''  
* <code>fighter</code>: Npc slug name (e.g. "npc_maple").
* <code>slug</code>: slug mission
* <code>result</code>: One among "won", "lost" or "draw"
* <code>operation</code>: add, remove or change
* <code>opponent</code>: Npc slug name (e.g. "npc_maple").
* <code>status</code>: completed, pending, failed (default pending)
* <code>npc_slug</code>: slug name (e.g. "npc_maple"), default player.


'''Examples'''  
'''Examples'''  
* <code>set_battle player,won,npc_maple</code> (player won against npc_maple)
* <code>set_mission mission1</code>
* <code>set_mission mission1,change,completed</code>


=== set_bubble ===
=== set_monster_flair ===
Put a bubble above player sprite.
Set a monster's flair to the given value.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed.
* <code>bubble</code>: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks
* <code>category</code>: Category of the monster flair.
* <code>flair</code>: Name of the monster flair.


'''Examples'''  
'''Examples'''  
* <code>set_bubble spyder_shopassistant</code> (remove bubble NPC)
* <code>get_player_monster name_variable</code>
* <code>set_bubble spyder_shopassistant,note</code> (set bubble NPC)
* <code>set_monster_flair name_variable,category,flair</code>
* <code>set_bubble player,note</code> (set bubble player)
* <code>set_bubble player</code> (remove bubble player)


=== set_economy ===
=== set_monster_health ===
Set the economy (prices of items) of the npc or player.
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>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed. (optional)
* <code>economy_slug</code>: Slug of an economy.
* <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. (optional)


'''Examples'''  
'''Examples'''  
* <code>set_economy spyder_shopkeeper,spyder_candy_scoop</code>
* <code>set_monster_health</code> (heals all the monsters in the party)
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_health name_variable,1</code>


=== set_kennel_visible ===
=== set_monster_level ===
Set the kennel visible or hidden.
Change the level of a monster in the current player's party.
 
From hidden to visible: set_kennel_visible name_kennel,true
From visible to hidden: set_kennel_visible name_kennel,false


'''Parameters'''  
'''Parameters'''  
* <code>kennel</code>: Name of the kennel.
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. (optional)
* <code>visible</code>: true/false.
* <code>levels_added</code>: Number of levels to add. Negative numbers are allowed. Default 1. (optional)


'''Examples'''  
'''Examples'''  
* <code>set_kennel_visible name_kennel,true</code>
* <code>set_monster_level</code> (all the monsters in the party level up by 1)
* <code>set_kennel_visible name_kennel,false</code>
or
 
* <code>get_player_monster name_variable</code>
=== set_kennel ===
* <code>set_monster_level name_variable,1</code>
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"
=== set_monster_plague ===
msgstr "Kennel Name"
Cure or infect a monster.


'''Parameters'''  
'''Parameters'''  
* <code>kennel</code>: Name of the kennel.
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters get the condition. (optional)
* <code>visible</code>: true/false.
* <code>condition</code>: inoculated, healthy or infected, default healthy (optional)


'''Examples'''  
'''Examples'''  
* <code>set_kennel new_kennel,true</code>
* <code>set_monster_plague</code> (all the monsters in the party are healthy)
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_plague name_variable,infected</code>


=== set_layer ===
=== set_monster_status ===
Allows to change the color of the transparent layer.
Change the status of a monster in the current player's party.


'''Parameters'''  
'''Parameters'''  
* <code>rgb</code>: color (eg red > 255,0,0,128 > 255:0:0:128) - default transparent
* <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'''  
'''Examples'''  
* <code>set_layer 255:0:0:128</code>
* <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_mission ===
=== set_npc_attribute ===
Set mission.
Set the given attribute of the npc to the given value.


'''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>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)


'''Examples'''  
'''Examples'''  
* <code>set_mission mission1</code>
* <code>set_player_attribute npc_maple,attribute,value</code>
* <code>set_mission mission1,change,completed</code>


=== set_money ===
=== set_player_attribute ===
Set an amount of money for a specific slug.
Set the given attribute of the player character to the given value.


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


'''Examples'''  
'''Examples'''  
* <code>set_money player</code>
* <code>set_player_attribute attribute,value</code>
* <code>set_money player,500</code>


=== set_monster_attribute ===
=== set_player_name ===
Set the given attribute of the monster to the given value.
Set player name without opening the input screen.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>choice</code>: Single name or multiple names separated by ":" (random choice). NB: the names must be in the en_US PO file.
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.


'''Examples'''  
'''Examples'''  
* <code>set_monster_attribute name_variable,name,jimmy</code> (the monster will be named jimmy)
* <code>set_player_name jimmy</code>
* <code>set_player_name jimmy:richard:linus</code> (random choice among jimmy, richard and linus)


=== set_monster_flair ===
=== set_random_variable ===
Set a monster's flair to the given value.
Set the key in the player.game_variables dictionary with a random value.


'''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>variable</code>: Name of the variable.
* <code>category</code>: Category of the monster flair.
* <code>values</code>: Multiple values of the variable separated with ":".
* <code>flair</code>: Name of the monster flair.


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>set_random_variable alpha,one:two:three</code> (variable "alpha" can be "alpha:one" or "alpha:two" or "alpha:three").
* <code>set_monster_flair name_variable,category,flair</code>
 
=== set_template ===
Switch template (sprite and combat_front).
 
Please remember that if you change the combat_front, automatically will change the combat_back.
Eg if you set the sprite xxx, then it's going to add _back.png -> xxx_back.png


=== set_monster_health ===
if you choose a feminine sprite, then it's advisable: heroine
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.
if you choose a masculine sprite, then it's advisable: adventurer


'''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>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <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>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'''  
'''Examples'''  
* <code>set_monster_health</code> (heals all the monsters in the party)
* <code>set_template player,adventurer,adventurer</code>
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_health name_variable,1</code>


=== set_monster_level ===
=== set_tuxepedia ===
Change the level of a monster in the current player's party.
Set the key and value in the Tuxepedia dictionary.


'''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>monster_slug</code>: Monster slug name (e.g. "rockitten").
* <code>levels_added</code>: Number of levels to add. Negative numbers are allowed. Default 1. (optional)
* <code>string</code>: seen / caught


'''Examples'''  
'''Examples'''  
* <code>set_monster_level</code> (all the monsters in the party level up by 1)
* <code>set_tuxepedia rockitten,caught</code>
or
 
* <code>get_player_monster name_variable</code>
=== set_variable ===
* <code>set_monster_level name_variable,1</code>
Sets an arbitrary variable to a particular value. This action is good for seeing if battles with NPCs have been fought or not. These variables are also saved when the player saves the game.


=== set_monster_status ===
Also used to set the [[:Category:Environment|environment]].
Change the status 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 get/lose status.. (optional)
* <code>variable_name:value</code>: A key, value pair of the <code>variable_name</code> to set with <code>value</code>
* <code>status</code>: Inoculated, healthy or infected, default healthy (optional)


'''Examples'''  
'''Examples'''  
* <code>set_monster_status</code> (all the monsters in the party lose their status)
* <code>set_variable battle_won:yes</code>
or
* <code>set_variable talked_to_prof:true</code>
* <code>get_player_monster name_variable</code>
* <code>set_variable environment:grass</code>
* <code>set_monster_status name_variable,status_blinded</code>
* <code>set_variable whatever:today</code>: whatever stores today's date (use in combination with condition <code>once</code>)


=== set_char_attribute ===
=== spawn_monster ===
Set the given attribute of the character to the given value.
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.


'''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>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.


'''Examples'''  
'''Examples'''  
* <code>set_char_attribute character,attribute,value</code>
* <code>spawn_monster</code>


=== set_party_attribute ===
=== start_battle ===
Set the given attribute of party's monsters to the given value.
Start a battle between two characters and switch to the combat module.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>character1</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute.
* <code>character2</code>: Either "player" or character slug name (e.g. "npc_maple").
* <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>start_battle npc_maple</code>
* <code>start_battle npc_maple,npc_apple</code>


=== set_party_status ===
=== start_cinema_mode ===
Records important information about all monsters in the party (eg average level of the party, etc.)
Start cinema mode by animating black bars to narrow the aspect ratio.


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


'''Examples'''  
'''Examples'''  
* <code>set_party_status player</code>
* <code>start_cinema_mode</code>


=== set_player_name ===
=== stop_cinema_mode ===
Set player name without opening the input screen.
Stop cinema mode by animating black bars back to the normal aspect ratio.


'''Parameters'''  
'''Parameters'''  
* <code>choice</code>: Single name or multiple names separated by ":" (random choice). NB: the names must be in the en_US PO file.
* <code>None</code>


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


=== set_random_variable ===
=== store_monster ===
Set the key in the player.game_variables dictionary with a random value.
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'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable.
* <code>monster_id</code>: Id of the monster to store.  
* <code>values</code>: Multiple values of the variable separated with ":".
* <code>box</code>: An existing box where the monster will be stored. (optional)


'''Examples'''  
'''Examples'''  
* <code>set_random_variable alpha,one:two:three</code> (variable "alpha" can be "alpha:one" or "alpha:two" or "alpha:three").
* <code>get_player_monster name_variable</code>
then:
* <code>store_monster name_variable</code>
or
* <code>store_monster name_variable,name_kennel</code>


=== set_template ===
=== teleport_faint ===
Switch template (sprite and combat_front).
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.
 
Please remember that if you change the combat_front, automatically will change the combat_back.
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
if you choose a masculine sprite, then it's advisable: adventurer


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


=== set_tuxepedia ===
=== teleport ===
Set the key and value in the Tuxepedia dictionary.
Teleports the player to a given position on a map. This teleport is immediate and does not have any transition animation.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>map_name</code>: The map file to teleport the player to.
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").  
* <code>x</code>: The X-tile coordinate to teleport the player to.
* <code>label</code>: seen / caught
* <code>y</code>: The Y-tile coordinate to teleport the player to.


'''Examples'''  
'''Examples'''  
* <code>set_tuxepedia player,rockitten,caught</code>
* <code>teleport map1.tmx,3,4</code> 
* <code>teleport room1.tmx,8,1</code>


=== set_variable ===
=== trading ===
Sets an arbitrary variable to a particular value. This action is good for seeing if battles with NPCs have been fought or not. These variables are also saved when the player saves the game.
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>.
 
Also used to set the [[:Category:Environment|environment]].


'''Parameters'''  
'''Parameters'''  
* <code>variable_name:value</code>: A key, value pair of the <code>variable_name</code> to set with <code>value</code>.
* <code>removed</code>: Instance id (name variable).
* <code>added</code>: Slug monster.


'''Examples'''  
'''Examples'''  
* <code>set_variable battle_won:yes</code>
* <code>get_player_monster name_variable</code>
* <code>set_variable talked_to_prof:true</code>
then
* <code>set_variable environment:grass</code>
* <code>trading name_variable,nut</code>
* <code>set_variable whatever:today</code>: whatever stores today's date (use in combination with condition <code>once</code>)


=== spawn_monster ===
=== transfer_money ===
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.
Performs a mathematical transaction on the player's money.


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


'''Examples'''  
'''Examples'''  
* <code>spawn_monster</code>
* <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)


=== start_battle ===
=== transition_teleport ===
Start a battle between two characters and switch to the combat module.
Teleports the player to a given position on a map with a screen transition over <code>x</code> seconds.


'''Parameters'''  
'''Parameters'''  
* <code>character1</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>map_name</code>: The map file to teleport the player to.
* <code>character2</code>: Either "player" or character slug name (e.g. "npc_maple").
* <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>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)


'''Examples'''  
'''Examples'''  
* <code>start_battle player,npc_maple</code>
* <code>teleport map2.tmx,1,6,1.5</code>
* <code>start_battle npc_maple,npc_apple</code>
* <code>teleport room1.tmx,8,1,4</code>


=== start_cinema_mode ===
=== translated_dialog_choice ===
Start cinema mode by animating black bars to narrow the aspect ratio.
Asks the player to select a choice. The translations for the text are looked up based on a given key.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>choice_keys</code>: Keys to reference translated text choices separated by colons.
* <code>variable</code>: The variable to store the answer which will be the key for the translated text.


'''Examples'''  
'''Examples'''  
* <code>start_cinema_mode</code>
* <code>translated_dialog_choice yes:no,myvariable</code>


=== stop_cinema_mode ===
=== translated_dialog ===
Stop cinema mode by animating black bars back to the normal aspect ratio.
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.  


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <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>style</code>: a predefined style in db/dialogue/dialogue.json


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


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


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
* <code>box</code>: An existing box where the monster will be stored. (optional)


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>tuxepedia_print</code>
then:
* <code>tuxepedia_print rockitten</code>
* <code>store_monster name_variable</code>
or
* <code>store_monster name_variable,name_kennel</code>


=== teleport_faint ===
=== unlock_controls ===
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.
Unlock player controls


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


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


=== teleport ===
=== variable_math ===
Teleports the player to a given position on a map. This teleport is immediate and does not have any transition animation.
Performs a mathematical operation on the key in the player.game_variables dictionary.


'''Parameters'''  
'''Parameters'''  
* <code>map_name</code>: The map file to teleport the player to. 
* <code>variable_name</code>
* <code>x</code>: The X-tile coordinate to teleport the player to. 
* <code>operation</code>: +, -, * or /
* <code>y</code>: The Y-tile coordinate to teleport the player to.
* <code>value</code>


'''Examples'''  
'''Examples'''  
* <code>teleport map1.tmx,3,4</code> 
* <code>variable_math badge_count,+,1</code>
* <code>teleport room1.tmx,8,1</code>


=== trading ===
=== wait ===
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>.
Pauses execution of all events for the given amount of time in seconds.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id (removed).
* <code>seconds</code>: The amount of time in seconds to wait for.
* <code>added</code>: Slug monster or Name of the variable where to store the monster id (added).


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>wait 2.0</code>
then
* <code>wait 5.2</code>
* <code>trading name_variable,nut</code>


=== transfer_money ===
=== wild_encounter ===
Transfer money between entities. Both entities needs to have a wallet.
Start an encounter with a single wild monster.


'''Parameters'''  
'''Parameters'''  
* <code>slug1</code>: Slug name (e.g. NPC, etc.)
* <code>monster_slug</code>: Monster slug.
* <code>amount</code>: Amount of money.
* <code>monster_level</code>: Level of monster.
* <code>slug2</code>: Slug name (e.g. NPC, etc.)
* <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'''  
'''Examples'''  
* <code>transfer_money player,100,npc_mom</code> (player transfers 100 to mom)
* <code>wild_encounter rockitten,5</code> 
* <code>wild_encounter rockitten,5,2,2,desert</code>


=== transition_teleport ===
=== withdraw_monster ===
Teleports the player to a given position on a map with a screen transition over <code>x</code> seconds.
Pull a monster from the given trainer's storage and puts it in their party.


'''Parameters'''  
'''Parameters'''  
* <code>map_name</code>: The map file to teleport the player to.
* <code>monster_id</code>: The id of the monster to pull (variable).
* <code>x</code>: The X-tile coordinate to teleport the player to.
* <code>trainer</code>: Slug of the trainer that will receive the monster. It defaults to the current player.
* <code>y</code>: The Y-tile coordinate to teleport the player to.
* <code>trans_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)


'''Examples'''  
'''Examples'''  
* <code>teleport map2.tmx,1,6,1.5</code>
* <code>get_player_monster name_variable</code>
* <code>teleport room1.tmx,8,1,4</code>
then
* <code>withdraw_monster name_variable</code>
or
* <code>withdraw_monster name_variable,npc_maple</code>


=== translated_dialog_choice ===
== Variables ==
Asks the player to select a choice. The translations for the text are looked up based on a given key.


'''Parameters'''
The following are the "main" variables generated by the game and these can be useful to trigger specific events.
* <code>choice_keys</code>: Keys to reference translated text choices separated by colons.
* <code>variable</code>: The variable to store the answer which will be the key for the translated text.


'''Examples'''
These can be used with the condition:
* <code>translated_dialog_choice yes:no,myvariable</code>
<code>is variable_set name_variable:result_variable</code>


=== translated_dialog ===
=== Battle related ===
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.  
* <code>battle_last_result</code>: the result can be <code>won</code>, <code>draw</code>, <code>lost</code> or <code>ran</code>.


'''Parameters'''
other variables include:
* <code>text</code>: The msgid in the PO file.
* <code>battle_last_monster_name</code> name of the last monster fought.
* <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>battle_last_monster_level</code> level of the last monster fought.
* <code>style</code>: a predefined style in db/dialogue/dialogue.json
* <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.
* <code>battle_last_trainer</code> slug of the last trainer fought (it applies only to trainer battles).


'''Examples'''
=== Time related ===
* <code>translated_dialog msgid</code>
* <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>


=== unlock_controls ===
=== Campaign related ===
Unlock player controls
* <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.


'''Parameters'''
=== Party related (monsters) ===
* <code>None</code>
* <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'''
== Examples ==
* <code>unlock_controls</code> 


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


'''Parameters'''
==== Date ====
* <code>label</code>: Name of the property
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>moverate</code>: Value of the moverate (eg 1 equal moverate, default 1)
* <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>


'''Examples'''
==== Season ====
* <code>update_tile_properties surfable,0.5</code>
Let's say you want to grant access to a location only in summer:
* <code>is variable_set season:summer</code>


=== variable_math ===
==== Stage of the day ====
Performs a mathematical operation on the key in the player.game_variables dictionary.
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>


'''Parameters'''
==== Steps Countdown ====
* <code>variable_name</code>
Let's say you want to trigger an event after 1234 steps:
* <code>operation</code>: +, -, * or /
* <code>set_variable steps_whatever:1234</code>
* <code>value</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.


'''Examples'''
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>.
* <code>variable_math badge_count,+,1</code>


=== wait ===
==== Trading ====
Pauses execution of all events for the given amount of time in seconds.
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)
'''Parameters'''
* <code>monster2</code> (monster the NPC wants to trade)
* <code>seconds</code>: The amount of time in seconds to wait for. 
 
'''Examples'''
* <code>wait 2.0</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 ===
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
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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