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Latest revision | Your text | ||
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'''Examples''' | '''Examples''' | ||
* <code>is check_evolution player</code> | * <code>is check_evolution player</code> | ||
=== check_mission === | === check_mission === | ||
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* <code>is check_mission player,mission1:mission2,completed</code> | * <code>is check_mission player,mission1:mission2,completed</code> | ||
* <code>is check_mission player,all,completed</code> | * <code>is check_mission player,all,completed</code> | ||
=== current_state === | === current_state === | ||
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'''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>operator</code>: | * <code>operator</code>: One of "==", "!=", ">", ">=", "<" or "<=". | ||
* <code>amount</code>: Amount of money | * <code>amount</code>: Amount of money. | ||
'''Examples''' | '''Examples''' | ||
* <code>is money_is player,>=,500</code> | * <code>is money_is player,>=,500</code> | ||
=== monster_flair === | === monster_flair === | ||
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'''Examples''' | '''Examples''' | ||
* <code>to be defined</code> | * <code>to be defined</code> | ||
=== monster_property === | |||
Check to see if a monster in the party has one of the following property. | |||
'''Parameters''' | |||
* <code>property</code>: Property of the monster to check (e.g. "level"). Valid values are: slug, level, level_reached, stage, shape, taste_cold, taste_warm, type, gender and tech. | |||
* <code>value</code>: Value to compare the property with. | |||
'''Examples''' | |||
* <code>is monster_property level,15</code> | |||
* <code>is monster_property gender,male</code> | |||
* <code>is monster_property stage,standalone</code> | |||
* <code>is monster_property shape,aquatic</code> | |||
=== music_playing === | === music_playing === | ||
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'''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 ( | * <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState). (optional) | ||
'''Examples''' | '''Examples''' | ||
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'''Parameters''' | '''Parameters''' | ||
- | |||
'''Examples''' | '''Examples''' | ||
* <code>char_stop | * <code>char_stop</code> | ||
=== char_walk === | === char_walk === | ||
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'''Examples''' | '''Examples''' | ||
* <code>fadeout_music 2</code> | * <code>fadeout_music 2</code> | ||
=== get_monster_tech === | === get_monster_tech === | ||
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* <code>get_player_monster name_variable,shape,serpent</code> | * <code>get_player_monster name_variable,shape,serpent</code> | ||
* <code>get_player_monster name_variable,shape,serpent</code> | * <code>get_player_monster name_variable,shape,serpent</code> | ||
=== load_game === | === load_game === | ||
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* <code>menu disable,menu_bag</code> | * <code>menu disable,menu_bag</code> | ||
=== modify_char_attribute === | === modify_monster_stats === | ||
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. | Change the stats of a monster in the current player's party. | ||
'''Parameters''' | |||
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched. (Optional) | |||
* <code>stat</code>: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional) | |||
* <code>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional) | |||
'''Examples''' | |||
* <code>modify_monster_stats</code> | |||
* <code>modify_monster_stats ,,0.25</code> | |||
* <code>modify_monster_stats name_variable,speed,25</code> | |||
* <code>modify_monster_stats name_variable,dodge,-12</code> | |||
* <code>modify_monster_stats name_variable,dodge,-0.4</code> | |||
=== modify_char_attribute === | |||
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. | |||
'''Parameters''' | '''Parameters''' | ||
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* <code>modify_char_attribute character,attribute,value</code> | * <code>modify_char_attribute character,attribute,value</code> | ||
=== | === open_shop === | ||
Open the shop menu for a NPC. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple"). | ||
* <code> | * <code>menu</code>: Either "buy", "sell" or "both". Default is "both". (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>open_shop npc_maple</code> | ||
=== | === overwrite_tech === | ||
Overwrite / replace a technique with another. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>removed</code>: Name of the variable where to store the tech id. | ||
* <code> | * <code>added</code>: Slug technique. | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>overwrite_tech name_variable,peck</code> | ||
=== | === pathfind === | ||
Moves an NPC to a certain tile on the map. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>name</code>: The name of the NPC to be moved. | ||
* <code> | * <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> | * <code>pathfind Maple,2,3</code> | ||
* <code> | * <code>pathfind Pine,1,6</code> | ||
=== pathfind_to_player === | |||
=== | Pathfind NPC close the player. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>npc_slug</code>: Npc slug name (e.g. "npc_maple"). | ||
* <code> | * <code>direction</code>: Approaches the player from up, down, left or right. | ||
* <code> | * <code>distance</code>: How many tiles (2, 3, 4, etc.) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>pathfind_to_player spyder_route2_roddick</code> | ||
* <code> | * <code>translated_dialog spyder_route2_roddick1</code> | ||
* <code> | * <code>start_battle player,spyder_route2_roddick</code> | ||
=== | === pause_music === | ||
Pauses the currently playing music. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>None</code> | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>pause_music</code> | ||
=== | === play_map_animation === | ||
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> | * <code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>. | ||
* <code> | * <code>duration</code>: The amount of time in seconds between each frame. | ||
* <code>loop</code>: Whether or not to loop the animation. Can be either <code>loop</code> or <code>noloop</code> to loop the animation. | |||
* <code>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> | * <code>play_map_animation grass,0.1,noloop,player</code> | ||
* <code>play_map_animation sign01,0.4,loop,33,10</code> | |||
=== | === play_music === | ||
Plays an audio file. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>filename</code>: Music file to load (slug inside the JSON in db/sound) | ||
* <code> | * <code>volume</code>: Number between 0.0 and 1.0. (optional) | ||
* <code> | * <code>loop</code>: How many times loop, default forever. (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>play_music music_mystic_island</code> | ||
=== | === play_sound === | ||
Plays a sound file. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>filename</code>: Sound file to load (slug inside the JSON in db/sound) | ||
* <code> | * <code>volume</code>: Number between 0.0 and 1.0. (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>play_sound sound_confirm</code> | ||
=== | === print === | ||
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> | * <code>variable</code>: Prints out the value of this variable (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>print</code> | ||
* <code>print name_variable</code> | |||
=== | === quarantine === | ||
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>value</code>: in or out | ||
* <code>amount</code>: number of monsters (optional) | |||
* <code> | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>quarantine out</code> everything out (player's party -> if full, then box) | ||
* <code> | * <code>quarantine out,5</code> eg. box contains 30 monsters <code>quarantine out,5</code>, it means 5 monsters by random | ||
=== | === quit === | ||
Completely quit the game. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>None</code> | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>quit</code> | ||
=== | === random_battle === | ||
Start random battle with a random npc with a determined number of monster in a certain range of levels. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>nr_txmns</code>: Number of tuxemon (1 to 6). | ||
* <code> | * <code>min_level</code>: Minimum level of the party. | ||
* <code>max_level</code>: Maximum level of the party. | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>random_battle 6,1,99</code> | ||
=== | === random_encounter === | ||
Randomly start a battle based on the encounter group looked up via the <code>encounter_id</code>. Encounter groups contain a list of monsters that can be encountered as well as their level and encounter rate. In most circumstances you will pair this action with the <code>char_at</code> and <code>char_moved</code> conditions. | |||
''' | Here is an example encounter file: ''resources/db/encounter/route1.json'' | ||
"slug": "route1", | |||
"monsters": [ | |||
{ | |||
"monster": "pairagrin", | |||
"encounter_rate": 3.5, | |||
"variable": "daytime:true", | |||
"exp_req_mod": 1, | |||
"level_range": [ | |||
2, | |||
4 | |||
] | |||
}, | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>encounter_slug</code>: Slug of the encounter list. | ||
* <code> | * <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> | * <code>random_encounter route1</code> | ||
* <code> | * <code>random_encounter route1,20</code> | ||
=== | === random_integer === | ||
Randomly choose an integer between 2 numbers (inclusive), and set the key in the player.game_variables dictionary to be this value. For example, 'random_integer xyz,1,6' will set the value of the game variable 'xyz' to be either 1, 2, 3, 4, 5, or 6. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <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> | * <code>random_integer name_variable,1,9</code> | ||
=== | === random_item === | ||
Pick a random item from a list and add it to the trainer's inventory. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>item_slug</code>: Item name to look up in the item database (multiple items separated by ":"). | ||
* <code> | * <code>quantity</code>: Quantity of the item to add or to reduce. By default it is 1. (optional) | ||
* <code> | * <code>trainer_slug</code>: Slug of the trainer that will receive the item. It defaults to the current player. (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>random_item potion:tea:revive</code> (adds 1 potion or tea or revive to the trainer's inventory). | ||
* <code>random_item potion:tea:revive,2</code> (adds 2 potions or teas or revives to the trainer's inventory). | |||
* <code>random_item potion:tea:revive,2,npc_maple</code> (adds 2 potions or teas or revives to the maple's inventory). | |||
* <code>random_item potion:tea:revive,,npc_maple</code> (adds 1 potion or tea or revive to the maple's inventory). | |||
=== | === random_monster === | ||
Add a monster to the specified trainer's party if there is room. | |||
'''Parameters''' | |||
* <code>monster_level</code>: Level of the added monster. | |||
* <code>trainer_slug</code>: Slug of the trainer that will receive the monster. It defaults to the current player. (optional) | |||
* <code>exp_mod</code>: Experience modifier. (optional) | |||
* <code>money_mod</code>: Money modifier. (optional) | |||
* <code>shape</code>: Shape (eg. varmint, brute, etc.). (optional) | |||
* <code>evo</code>: Stage (eg. basic, stage1, etc.). (optional) | |||
* <code> | |||
* <code> | |||
* <code> | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>random_monster 10</code> | ||
* <code> | * <code>random_monster 10,npc_maple</code> | ||
* <code>random_monster 10,npc_maple,10,27</code> | |||
* <code>random_monster 10,npc_maple,10,27,aquatic,basic</code> | |||
* <code>random_monster 10,npc_maple,,,brute,basic</code> | |||
=== | === remove_collision === | ||
Removes a collision defined by a specific label. | |||
'''Parameters''' | '''Parameters''' : | ||
* <code> | * <code>label</code>: Name of the obstacle. | ||
'''Examples''' | '''Examples''' | ||
* <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). | |||
'''Parameters''' | '''Parameters''' : | ||
* <code> | * <code>slug</code>: slug name (e.g. "npc_maple"). | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>remove_contacts npc_maple</code> | ||
=== | === remove_monster === | ||
Remove a monster from the party if the monster is there. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>variable</code>: Name of the variable where to store the monster id. | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>get_player_monster name_variable</code> | ||
* <code> | * <code>remove_monster name_variable</code> | ||
=== | === remove_npc === | ||
Removes | Removes an NPC from the current map. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>name</code>: The name of the NPC to remove. | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>remove_npc Maple</code> | ||
* <code>remove_npc Pine</code> | |||
=== | === remove_state === | ||
Change to the specified state. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>state_name</code>: The state name to switch to (e.g. PCState). | ||
* <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState). | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>remove_state</code> (it removes everything, excluding the basic ones) | ||
* <code>remove_state JournalInfoState</code> (it removes everything, excluding the basic ones) | |||
=== | === rename_monster === | ||
Open the text input screen to rename the monster. | |||
'''Parameters''' | '''Parameters''' | ||
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'''Examples''' | '''Examples''' | ||
* <code> | * <code>rename_monster name_variable</code> | ||
=== | === rename_player === | ||
Open the text input screen to rename the player. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>None</code> | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>rename_player</code> | ||
=== | === rumble === | ||
Rumble available controllers with rumble support. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>duration</code>: Time in seconds to rumble for. | ||
* <code> | * <code>power</code>: Percentage of power to rumble. | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>rumble duration,power</code> | ||
=== | === save_game === | ||
Saves the game. If the index parameter is absent, then it'll create slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3) | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>index</code>: Selected index. (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>save_game</code> (it's going to save slot4.save) | ||
* <code>save_game 1</code> (it's going to save slot2.save) | |||
=== | === screen_transition === | ||
Fades the screen to black and back over <code>x</code> seconds. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>trans_time</code>: Time in seconds - default 0.3 (optional). | ||
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional) | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>screen_transition 2</code> | ||
=== | === set_battle === | ||
Append a new element in player.battles. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>fighter</code>: Npc slug name (e.g. "npc_maple"). | ||
* <code>result</code>: One among "won", "lost" or "draw" | |||
* <code>opponent</code>: Npc slug name (e.g. "npc_maple"). | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>set_battle player,won,npc_maple</code> (player won against npc_maple) | ||
=== | === set_bubble === | ||
Put a bubble above player sprite. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). | ||
* <code> | * <code>bubble</code>: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>set_bubble spyder_shopassistant</code> (remove bubble NPC) | ||
* <code>set_bubble spyder_shopassistant,note</code> (set bubble NPC) | |||
=== | * <code>set_bubble player,note</code> (set bubble player) | ||
* <code>set_bubble player</code> (remove bubble player) | |||
=== set_code === | |||
Set a code and checks if it's correct or not. Case Sensitive: ATTENTION and AtTenTION are two different words. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <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> | * <code>set_code access_code,joke,name_variable</code> | ||
=== | === set_economy === | ||
Set the economy (prices of items) of the npc or player. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). | ||
* <code> | * <code>economy_slug</code>: Slug of an economy. | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>set_economy spyder_shopkeeper,spyder_candy_scoop</code> | ||
=== set_kennel_visible === | |||
Set the kennel visible or hidden. | |||
From hidden to visible: set_kennel_visible name_kennel,true | |||
From visible to hidden: set_kennel_visible name_kennel,false | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>kennel</code>: Name of the kennel. | ||
* <code> | * <code>visible</code>: true/false. | ||
'''Examples''' | '''Examples''' | ||
* <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. | |||
msgid "kennel_name" | |||
msgstr "Kennel Name" | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>kennel</code>: Name of the kennel. | ||
* <code> | * <code>visible</code>: true/false. | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>set_kennel new_kennel,true</code> | ||
=== | === set_layer === | ||
Allows to change the color of the transparent layer. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>rgb</code>: color (eg red > 255,0,0,128 > 255:0:0:128) - default transparent | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>set_layer 255:0:0:128</code> | ||
=== | === set_money === | ||
Set the | Set the key and value in the money dictionary. It'll reset the previous amount. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>slug</code>: Slug name (e.g. player or NPC, etc.). | ||
* <code> | * <code>amount</code>: Amount of money | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>set_money player,500</code> | ||
=== | === set_mission === | ||
Set mission. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). | ||
* <code> | * <code>slug</code>: slug mission | ||
* <code>operation</code>: add, remove or change | |||
* <code>status</code>: completed, pending, failed (default pending) | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>set_mission mission1</code> | ||
* <code>set_mission mission1,change,completed</code> | |||
=== | === set_monster_flair === | ||
Set a monster's flair to the given value. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. | ||
* <code>category</code>: Category of the monster flair. | |||
* <code>flair</code>: Name of the monster flair. | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>get_player_monster name_variable</code> | ||
* <code>set_monster_flair name_variable,category,flair</code> | |||
=== | === set_monster_health === | ||
Changes the hp of a monster in the current player's party. The action parameters may contain a monster slot and the amount of health. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed. (optional) | ||
* <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> | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>set_monster_health</code> (heals all the monsters in the party) | ||
* <code> | or | ||
* <code>get_player_monster name_variable</code> | |||
* <code>set_monster_health name_variable,1</code> | |||
=== | === set_monster_level === | ||
Change the level of a monster in the current player's party. | |||
'''Parameters''' | '''Parameters''' | ||
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. (optional) | |||
* <code>levels_added</code>: Number of levels to add. Negative numbers are allowed. Default 1. (optional) | |||
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. | |||
* <code> | |||
'''Examples''' | '''Examples''' | ||
* <code>set_monster_level</code> (all the monsters in the party level up by 1) | |||
or | |||
* <code>get_player_monster name_variable</code> | * <code>get_player_monster name_variable</code> | ||
* <code> | * <code>set_monster_level name_variable,1</code> | ||
=== | === set_monster_plague === | ||
Cure or infect a monster. | |||
'''Parameters''' | '''Parameters''' | ||
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters | * <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> | * <code>condition</code>: inoculated, healthy or infected, default healthy (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>set_monster_plague</code> (all the monsters in the party are healthy) | ||
or | or | ||
* <code>get_player_monster name_variable</code> | * <code>get_player_monster name_variable</code> | ||
* <code> | * <code>set_monster_plague name_variable,infected</code> | ||
=== set_monster_status === | === set_monster_status === | ||
Line 1,404: | Line 1,299: | ||
'''Examples''' | '''Examples''' | ||
* <code>set_char_attribute character,attribute,value</code> | * <code>set_char_attribute character,attribute,value</code> | ||
=== set_party_status === | === set_party_status === | ||
Line 1,547: | Line 1,431: | ||
'''Examples''' | '''Examples''' | ||
* <code>teleport_faint</code> | * <code>teleport_faint</code> | ||
=== teleport === | === teleport === | ||
Line 1,574: | Line 1,457: | ||
=== transfer_money === | === transfer_money === | ||
Performs a mathematical transaction on the player's money. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>transaction</code>: Operator symbol. | ||
* <code>amount</code>: Amount of money. | * <code>amount</code>: Amount of money. | ||
* <code> | * <code>slug</code>: Slug name (e.g. NPC, etc.) (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code>transfer_money player,100,npc_mom</code> (player | * <code>transfer_money +,100,npc_mom</code> (player gets 100 from mom) | ||
* <code>transfer_money -,100,npc_mom</code> (mom gets 100 from player) | |||
* <code>transfer_money +,100</code> (player gets 100) | |||
=== transition_teleport === | === transition_teleport === | ||
Line 1,627: | Line 1,512: | ||
'''Examples''' | '''Examples''' | ||
* <code>unlock_controls</code> | * <code>unlock_controls</code> | ||
=== variable_math === | === variable_math === | ||
Line 1,809: | Line 1,684: | ||
<property name="act30" value="add_monster chloragon,3,npc_maple"/> | <property name="act30" value="add_monster chloragon,3,npc_maple"/> | ||
<property name="act40" value="add_monster rockitten,3,npc_apple"/> | <property name="act40" value="add_monster rockitten,3,npc_apple"/> | ||
<property name="act50" value="start_battle | <property name="act50" value="start_battle speck,acolyte"/> | ||
separate event, multiple endings, if npc_maple wins | separate event, multiple endings, if npc_maple wins | ||
<property name="cond1" value="is variable_set battle_last_winner:npc_maple"/> | <property name="cond1" value="is variable_set battle_last_winner:npc_maple"/> | ||
separate event, multiple endings, if npc_apple wins | separate event, multiple endings, if npc_apple wins | ||
<property name="cond1" value=" | <property name="cond1" value="is variable_set battle_last_winner:npc_apple"/> | ||
separate event, multiple endings, if no-one wins | separate event, multiple endings, if no-one wins | ||
<property name="cond1" value="is variable_set battle_last_result:draw"/> | <property name="cond1" value="is variable_set battle_last_result:draw"/> |