Difference between revisions of "Event Reference"
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=== has_item === | === has_item === | ||
Check to see if the NPC has an item in his inventory. | |||
'''Parameters''' | |||
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). | |||
* <code>item</code>: The item slug name (e.g. "item_cherry"). | |||
* <code>operator (optional)</code>: Numeric comparison operator. Accepted values are "less_than", "greater_than", "equals", "less_or_equal" and "greater_or_equal". The default value is "greater_or_equal". | |||
* <code>quantity (optional)</code>: Quantity to compare with. Must be a non-negative integer. The default value is 1. | |||
'''Examples''' | |||
* <code>is has_item player,potion</code> | |||
* <code>is has_item player,potion,greater_than,2</code> | |||
=== has_monster === | === has_monster === | ||
Checks to see the player | Checks to see the player has a monster in his party. | ||
'''Parameters''' | '''Parameters''' | ||
Line 56: | Line 66: | ||
=== has_party_breeder === | === has_party_breeder === | ||
Check to see if the player has a male and female monster in the party (monster not basic, basic is the first step in the evolution stage). | |||
'''Examples''' | |||
* <code>is has_party_breeder</code> | |||
=== has_tech === | === has_tech === | ||
Check to see if the player has a technique in his party (one of the monsters). | |||
'''Parameters''' | |||
* <code>technique</code>: Technique slug name (e.g. "bullet"). | |||
'''Examples''' | |||
* <code>is has_tech bullet</code> | |||
=== money_is === | === money_is === | ||
Check to see if the player has a certain amount of money (pocket). | |||
'''Parameters''' | |||
* <code>slug</code>: Slug name (player). | |||
* <code>operator</code>: One of "==", "!=", ">", ">=", "<" or "<=". | |||
* <code>amount</code>: Amount of money. | |||
'''Examples''' | |||
* <code>is money_is player,>=,500</code> | |||
=== monster_flair === | === monster_flair === |
Revision as of 09:01, 19 February 2023
Introduction
This page is a reference for all the available actions and conditions available in Tuxemon. You can use this reference to create new map events for your own maps. All action and condition parameters are separated with a comma (,
).
Condition Reference
Here is a list of currently implemented conditions. New event conditions can be created by creating a new page under the tuxemon/event/conditions:
battle_is
[...]
button_pressed
Check to see if a particular key has been pressed. E.g. K_RETURN
.
Parameters
key
: A pygame key constant such asK_RETURN
. For a list of all possible keys, refer to the Pygame Key Page
Examples
is button_pressed K_RETURN
is button_pressed K_ESCAPE
not button_pressed K_SPACE
button_released
[...]
combat_started
Check to see if combat has currently started.
Parameters
None
Examples
is combat_started
dialog_open
Check to see if a dialog window is currently open.
Parameters
None
Examples
is dialog_open
not dialog_open
has_item
Check to see if the NPC has an item in his inventory.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").item
: The item slug name (e.g. "item_cherry").operator (optional)
: Numeric comparison operator. Accepted values are "less_than", "greater_than", "equals", "less_or_equal" and "greater_or_equal". The default value is "greater_or_equal".quantity (optional)
: Quantity to compare with. Must be a non-negative integer. The default value is 1.
Examples
is has_item player,potion
is has_item player,potion,greater_than,2
has_monster
Checks to see the player has a monster in his party.
Parameters
monster_slug
: The slug of the monster to check for.
Examples
is has_monster txmn_pigabyte
has_party_breeder
Check to see if the player has a male and female monster in the party (monster not basic, basic is the first step in the evolution stage).
Examples
is has_party_breeder
has_tech
Check to see if the player has a technique in his party (one of the monsters).
Parameters
technique
: Technique slug name (e.g. "bullet").
Examples
is has_tech bullet
money_is
Check to see if the player has a certain amount of money (pocket).
Parameters
slug
: Slug name (player).operator
: One of "==", "!=", ">", ">=", "<" or "<=".amount
: Amount of money.
Examples
is money_is player,>=,500
monster_flair
[...]
monster_property
[...]
music_playing
Check to see if the specified music file is currently playing.
Parameters
music_file
: The music file to check.
Examples
is music_playing 472452_8-Bit-Ambient.ogg
npc_at
Check to see if the npc is inside the event's area. This event will check the event object's X
, Y
, Width
, and Height
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 x,y
parameter to specify a single tile location.
Parameters
name
: The name of the NPC.x
: X tile coordinates that the player is at (optional)y
: Y tile coordinate that the player is at (optional)
Examples
is npc_at Maple
is npc_at Maple,4,3
npc_exists
Check to see if an NPC exists on the current map with npc_name
.
Parameters
npc_name
: The name of the NPC on the current map.
Examples
not npc_exists Apple
npc_facing_tile
Check to see if the npc is facing a particular tile. This event will check the event object's X
, Y
coordinates for the tile to check for.
Parameters
name
: The name of the NPC.
Examples
is npc_facing_tile Maple
npc_facing
Check to see if the npc is facing: up
, down
, left
or right
.
Parameters
name
: The name of the NPC.direction
: Direction to check for: (up
,down
,left
,right
)
Examples
is npc_facing Maple,up
not npc_facing Maple,down
party_size
Perform a check on the player's party size. The check
parameter can be: equals
, less_than
, or greater_than
.
Parameters
check
: The check to run against the party size. Can be:equals
,less_than
, orgreater_than
.party_size
: The size of the party to check against.
Examples
is party_size less_than,1
not party_size equals,0
is party_size greater_than,4
player_at
Check to see if the player is inside the event's area. This event will check the event object's X
, Y
, Width
, and Height
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 x,y
parameter to specify a single tile location.
Parameters
x
: X tile coordinates that the player is at (optional)y
: Y tile coordinate that the player is at (optional)
Examples
is player_at
is player_at 4,3
player_defeated
[...]
player_facing_npc
Check to see if the player is facing an NPC with the name npc_name
.
Parameters
npc_name
: The name of the NPC on the current map.
Examples
is player_facing_npc Apple
player_facing_tile
Check to see if the player is facing a particular tile. This event will check the event object's X
, Y
coordinates for the tile to check for.
Parameters
None
Examples
is player_facing_tile
player_facing
[...]
player_moved
[...]
to_talk
[...]
to_use_tile
[...]
true
The true
condition will always evaluate to *True* (unless the "not" operator is used)
Parameters
None
Examples
is true
not true
tuxepedia_is
[...]
variable_is
[...]
variable_set
Check to see if variable_name
has been set to value
.
Parameters
variable_name:value
: A key, value pair of the variable to look up and the expected value.
Examples
is variable_set battle_won:yes
not variable_set current_badges:4
is variable_set talked_to_prof:false
Action Reference
Here is a list of currently supported actions. New event actions can be created by creating a new page under the tuxemon/event/actions:
add_contacts
[...]
add_item
Add the specified itemto the player's party.
Parameters
item_name
: The name of the item to add as defined in the monster JSON underresources/db/item
.
Examples
add_item hatchet
add_monster
Add the specified monster to the player's party.
Parameters
monster_name
: The name of the monster to add as defined in the monster JSON underresources/db/monster
.monster_lvl
: The level of the monster to start at.
Examples
add_monster fruitera,10
battles_print
[...]
breeding
[...]
call_event
Executes the actions from another event, ignoring its conditions. This can be especially useful for scenarios where you might need multiple sets of conditions that could be true, such as executing an action when the player is at a certain position OR has a certain item in their inventory.
Parameters
event_id
: The id of the event whose actions should be executed.
Examples
call_event 11
call_event 8
change_state
[...]
clear_kennel
[...]
clear_tuxepedia
[...]
clear_variable
[...]
copy_variable
[...]
create_npc
Creates an NPC and places them on the current map.
Parameters
name
: The name of the NPC to create. This NPC should exist inresources/db/npc
in JSON format.tile_pos_x
: The X-tile coordinate to place the NPC.tile_pos_y
: The Y-tile coordinate to place the NPC.animations
: The name of the sprite to use for the animations inresources/sprites
.behavior
: The NPC's movement behavior. Currently not implemented.
Examples
create_npc Maple,2,3,maple,wander
create_npc Pine,1,6,maple,stand
delayed_teleport
[...]
dialog_chain
Deprecated. Use [#dialog dialog]
dialog
Opens the dialog box with provided text. For line breaks, use the \n
character. You may also use special variables in dialog events. If you have multiple dialog commands they will display sequentially. Using ${{end}}
does nothing as it used to denote the end of a dialog chain. Here is a list of available variables:
${{name}}
- The current player's name.
Parameters
text
: The text to display in a dialog window.
Examples
dialog Red:\n This is some dialog!
dialog ${{name}}:\n Hello there! \nHow are you?
fadeout_music
Fades out music over x
milliseconds.
Parameters
time_seconds
: Time in milliseconds to fade out the currently playing music.
Examples
fadeout_music 2
get_player_monster
[...]
kennel_print
[...]
lock_controls
[...]
modify_npc_attribute
[...]
modify_player_attribute
[...]
money_print
[...]
npc_face
Makes the npc face a particular direction. Parameter can be set to: left
, right
, up
, or down
.
Parameters
name
: The name of the npc.direction
: Direction to make the player face. Can be set to:left
,right
,up
, ordown
.
Examples
npc_face Maple,left
npc_face Pine,up
npc_move
Determines the NPC's movement behaviour.
Examples
npc_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1
npc_run
Sets the NPC's speed to the universal run speed.
Examples
npc_run npc_mom
npc_speed
Sets the NPC's walk speed.
Examples
npc_speed npc_mom, 0.2
npc_walk
Sets the NPC's speed to the universal walk speed.
Examples
npc_walk npc_mom
npc_wander
Sets the NPC's behaviour to wander about instead of stand in place.
Examples
npc_wander npc_mom
open_shop
[...]
pathfind
Moves an NPC to a certain tile on the map.
Parameters
name
: The name of the NPC to be moved.tile_pos_x
: The X-tile coordinate to have the NPC to walk to.tile_pos_y
: The Y-tile coordinate to have the NPC to walk to.
Examples
pathfind Maple,2,3
pathfind Pine,1,6
pause_music
Pauses the currently playing music.
Parameters
None
Examples
pause_music
play_map_animation
Plays an animation on the map. The position
parameter can also be player
if you want to draw the animation at the player's location. Loop can be either loop
or noloop
.
Parameters
animation_name
: The name of the animation to play underresources/animations/tileset
.duration
: The amount of time in seconds between each frame.loop
: Whether or not to loop the animation. Can be eitherloop
ornoloop
to loop the animation.position
: The position to draw the animation. Can either be anx,y
coordinate orplayer
to draw the animation over the player.
Examples
play_map_animation grass,0.1,noloop,player
play_map_animation sign01,0.4,loop,33,10
play_music
Plays an audio file located under "music/" on a loop.
Parameters
filename
: The name of the music file to play under "music/"
Examples
play_music 472452_8-Bit-Ambient.ogg
play_sound
Plays an audio file located under "sounds/".
Parameters
filename
: The name of the sound file to play under "sounds/"
Examples
play_sound combat/falling_Macro.ogg
player_face
Makes the player face a particular direction. Parameter can be set to: left
, right
, up
, or down
.
Parameters
direction
: Direction to make the player face. Can be set to:left
,right
,up
, ordown
.
Examples
player_face left
player_face up
player_resume
Does not currently have a purpose.
Parameters
None
Examples
player_resume
player_stop
Stops the player's current movement.
There is currently no way to stop a player from inputting another movement after being stopped (issue #790)
Parameters
None
Examples
player_stop
[...]
quit
[...]
random_encounter
Randomly start a battle based on the encounter group looked up via the encounter_id
. 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 player_at
and player_moved
conditions.
Here is an example encounter file:
resources/db/encounter/1.json
json { "id": 1, "monsters": [ { "monster_slug": "bigfin", "encounter_rate": 10, "level_range": [ 1, 6 ] }, { "monster_slug": "dandylion", "encounter_rate": 10, "level_range": [ 1, 6 ] }, { "monster_slug": "tux", "encounter_rate": 10, "level_range": [ 1, 6 ] } ] }
Parameters
encounter_id
: The id of the encounter JSON file to use for random battles underresources/db/encounter
.total_prob
: The probability of an encounter, with 100 = 100% probability of an encounter. If not set, then the probability of an encounter is the sum of all encounter_rates in the encounter JSON file (as a percentage).
Examples
random_encounter route1
random_encounter route1,20
random_integer
[...]
random_monster
[...]
remove_contacts
[...]
remove_monster
Removes the specified monster from the player's party.
Parameters
monster_slug
: The slug of the monster to remove as defined in the monster JSON underresources/db/monster
.
Examples
remove_monster fruitera
remove_npc
Removes an NPC from the current map.
Parameters
name
: The name of the NPC to remove.
Examples
remove_npc Maple
remove_npc Pine
rename_monster
[...]
rename_player
[...]
rumble
[...]
screen_transition
Fades the screen to black and back over x
seconds.
Parameters
transition_time
: Time in seconds to fade the screen to black.
Examples
screen_transition 2
set_battle
[...]
set_code
[...]
set_economy
[...]
set_inventory
Overwrites the inventory of the npc or player.
Parameters
npc_slug
: The slug of the player or NPC.inventory_slug
: The slug of the inventory that will overwrite the NPC's existing inventory.
Examples
set_inventory shopkeeper,new_stock
set_kennel_visible
[...]
set_kennel
[...]
set_money
[...]
set_monster_flair
[...]
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
slot
: The slot the monster appears in. If no slot is specified, all monsters are healed.health
: A float value between 0 and 1, which is the percent of max hp to be restored to. If no health is specified, the hp is maxed out.
Examples
set_monster_health 1,1
set_monster_level
Changes the level of a monster in the current player's party.
Parameters
slot
: The slot the monster appears in. If no slot is specified, all monsters are leveled.level
: The amount by which to level. If no level is specified, the level is reverted to 1.
Examples
set_monster_level 1,100
set_monster_level
[...]
set_monster_status
[...]
set_npc_attribute
[...]
set_player_attribute
[...]
set_tuxepedia
[...]
set_variable
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.
Also used to set the environment.
Parameters
variable_name:value
: A key, value pair of thevariable_name
to set withvalue
.
Examples
set_variable battle_won:yes
set_variable talked_to_prof:true
set_variable environment:grass
spawn_monster
[...]
start_battle
Start a battle with an NPC defined in resources/db/npc
.
Here is an example NPC file:
resources/db/npc/maple.json
json { "monsters": [ { "attack": 50, "defense": 7, "name": "Snowball", "special_attack": 9, "level": 5, "monster_slug": 1, "hp": 50, "speed": 7, "special_defense": 7, "exp_give_mod": 3, "exp_req_mod": 27 } ], "id": 1, "name": "Maple" }
Parameters
npc_slug
: The NPC's slug as defined in the NPC's JSON file inresources/db/npc
.
Examples
start_battle npc_maple
start_cinema_mode
[...]
stop_cinema_mode
[...]
store_monster
[...]
teleport_faint
[...]
teleport
Teleports the player to a given position on a map. This teleport is immediate and does not have any transition animation.
Parameters
map_name
: The map file to teleport the player to.x
: The X-tile coordinate to teleport the player to.y
: The Y-tile coordinate to teleport the player to.
Examples
teleport map1.tmx,3,4
teleport room1.tmx,8,1
transfer_money
[...]
transition_teleport
Teleports the player to a given position on a map with a screen transition over x
seconds.
Parameters
map_name
: The map file to teleport the player to.x
: The X-tile coordinate to teleport the player to.y
: The Y-tile coordinate to teleport the player to.transition_time
: The time in seconds the transition will last.
Examples
teleport map2.tmx,1,6,1.5
teleport room1.tmx,8,1,4
translated_dialog_chain
Deprecated. Use [#translated_dialog translated_dialog]
translated_dialog_choice
Asks the player to select a choice. The translations for the text are looked up based on a given key.
Parameters
choice_keys
: Keys to reference translated text choices separated by colons.variable
: The variable to store the answer which will be the key for the translated text.
Examples
translated_dialog_choice yes:no,myvariable
translated_dialog
Opens the dialog box with translated text for a given key found in resources/db/locale/<locale>.json
. Optional variable replacement will also be translated if the value is a key in the locale file. For line breaks, use the \n
character. If you have multiple translated_dialog commands they will display sequentially. Using ${{end}}
does nothing as it used to denote the end of a dialog chain. You may also use special variables in dialog events. Here is a list of available variables:
${{name}}
- The current player's name.
Parameters
dialog_key
: The translated text for a given key found inresources/db/locale/<locale>.json
to display in a dialog window.parameters
: Optional comma-separatedvar=value
parameters to replace variables in the translation text. Thevalue
can either be text or a key found inresources/db/locale/<locale>.json
.
Examples
translated_dialog received_x,name=a brand new car!
translated_dialog received_x,name=item_potion
translated_dialog combat_fainted,name=${{name}}
translated_dialog combat_opponent_call_tuxemon,user=${{name}},name=some guy
tuxepedia_print
[...]
unlock_controls
[...]
variable_math
Performs a mathematical operation on the key in the player.game_variables dictionary.
Parameters
variable_name
operation
: +, -, * or /value
Examples
variable_math badge_count,+,1
wait
Pauses execution of all events for the given amount of time in seconds.
Parameters
seconds
: The amount of time in seconds to wait for.
Examples
wait 2.0
wait 5.2
withdraw_monster
[...]