Difference between revisions of "Event Reference"

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


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


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


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


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


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>is char_at Maple</code> 
 
=== char_defeated ===
Check to see the character has at least one tuxemon, and all tuxemon in their party are defeated.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>is char_defeated player</code>
 
=== char_exists ===
Check to see if a character object exists in the current list of NPCs.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>not char_exists npc_maple</code>
 
=== char_facing ===
Check to see where a character is facing.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). 
* <code>direction</code>: One of "up", "down", "left" or "right".
 
'''Examples'''
* <code>is char_facing npc_maple,up</code> 
* <code>not char_facing npc_maple,down</code>
 
=== char_facing_char ===
Check to see the character is next to and facing a particular character.
 
'''Parameters'''
* <code>character1</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>character2</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>is char_facing_char npc_maple,player</code>
 
=== char_facing_tile ===
Check to see if a character is facing a tile position.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>is char_facing_tile npc_maple</code> 
 
=== char_in ===
Check to see if the character is at the condition position on a specific set of tiles.
 
'''Parameters''' 
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>value</code>: value (eg surfable) inside the tileset.
 
'''Examples'''
* <code>is char_in npc_maple,surfable</code>
 
=== char_moved ===
Check to see the character has just moved into this tile. Using this condition will prevent a condition like "char_at" from constantly being true every single frame.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>is char_moved player</code>
 
=== char_sprite ===
Check the character's sprite
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>sprite</code>: NPC's sprite (eg maniac, florist, etc.)


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


=== dialog_open ===
=== check_char_parameter ===
Check to see if a dialog window is currently open.
Check the parameter's value of the character against a given value.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>parameter</code>: Name of the parameter to check (eg. "name", "steps", etc.).
* <code>value</code>: Given value to check.


'''Examples'''  
'''Examples'''  
* <code>is dialog_open</code> 
* <code>is check_char_parameter player,name,alpha</code>
* <code>not dialog_open</code>


=== has_item ===
=== check_evolution ===
Check to see if a NPC inventory contains something.
Check to see the character has at least one tuxemon evolving. If yes, it'll save the monster and the evolution inside a list. The list will be used by the event action <code>evolution</code>.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>item</code>: The item slug name (e.g. "item_cherry").
* <code>operator</code>: Numeric comparison operator. Accepted values are "less_than", "greater_than", "equals", "less_or_equal" and "greater_or_equal". (optional)
* <code>quantity</code>: Quantity to compare with. (optional)


'''Examples'''  
'''Examples'''  
* <code>is has_item player,potion</code>
* <code>is check_evolution player</code>
* <code>is has_item player,potion,greater_than,2</code>
 
=== check_max_tech ===
Check to see the player has at least one tuxemon with more than the max number of techniques in its party. If yes, then it saves automatically the monster_id and inside the dictionary event_data.
 
'''Parameters'''
* <code>nr</code>: Number of tech, default the constant
 
'''Examples'''
* <code>is check_max_tech</code>
* <code>is check_max_tech 2</code>


=== has_monster ===
=== check_mission ===
Checks to see the player has a monster in his party.
Check to see the player has failed or completed a mission. Check to see if a mission is still pending.


'''Parameters'''  
'''Parameters'''  
* <code>monster_slug</code>: The slug of the monster to check for.
* <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 has_monster txmn_pigabyte</code>
* <code>is check_mission player,mission1,completed</code>
* <code>is check_mission player,mission1,pending</code>
* <code>is check_mission player,mission1:mission2,completed</code>
* <code>is check_mission player,all,completed</code>
 
=== check_party_parameter ===
Check to see the player has failed or completed a mission. Check to see if a mission is still pending.


=== has_party_breeder ===
'''Parameters'''
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).
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the monster attribute to check (e.g. level).
* <code>value</code>: Value to check (related to the attribute) (e.g. 5 - level).
* <code>operator</code>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>times</code>: Value to check with operator (how many times in the party?).  


'''Examples'''  
'''Examples'''  
* <code>is has_party_breeder</code>
* <code>check_party_parameter player,level,5,equals,1</code> (is there 1 monster in the party at level 5? True/False)


=== has_tech ===
=== check_world ===
Check to see if the player has a technique in his party (one of the monsters).
Check some world's parameter against a given value.  


'''Parameters'''  
'''Parameters'''  
* <code>technique</code>: Technique slug name (e.g. "bullet").
* <code>parameter</code>: Name of the parameter to check (eg. "layer", etc.).
* <code>value</code>: Given value to check.
 
'''Supported parameters'''
* '''layer''': color value which is used to overlay the world
* '''bubble''': speech bubble of an npc


'''Examples'''  
'''Examples'''  
* <code>is has_tech bullet</code>
* <code>is check_world</code>
* <code>is check_world layer,255:255:255:0</code>


=== money_is ===
=== current_state ===
Check to see if the player has a certain amount of money (pocket).
Check to see if one or multiple state/states has/have been started or not.


'''Parameters'''  
'''Parameters'''  
* <code>slug</code>: Slug name (player).
* <code>state</code>: Either "CombatState", "DialogState", etc
* <code>operator</code>: One of "==", "!=", ">", ">=", "<" or "<=".
* <code>amount</code>: Amount of money.


'''Examples'''  
'''Examples'''  
* <code>is money_is player,>=,500</code>
* <code>is current_state DialogState</code>
* <code>is current_state CombatState:DialogState</code>


=== monster_flair ===
=== has_bag ===
Check to see if the given monster flair matches the expected value.
Check to see how many items are in the character's bag. It doesn't count invisible items.


'''Parameters'''  
'''Parameters'''  
* <code>slot</code>: Position of the monster in the player monster list.
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>property</code>: Category of the flair.
* <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>name</code>: Name of the flair.
* <code>value</code>: The value to compare the bag with.


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


=== monster_property ===
=== has_box ===
Check to see if a monster in the party has one of the following property.
Check to see how many monsters are in the character's box.


'''Parameters'''  
'''Parameters'''  
* <code>property</code>: Property of the monster to check (e.g. "level"). Valid values are: slug (slug, rockitten), level (level, 8), level_reached (level_reached, 8), stage (stage, standalone), shape (shape, aquatic), taste_cold (taste_cold, mild), taste_warm (taste_warm, peppy), type (type, fire), gender (gender, female), tech (tech, ram),
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>value</code>: Value to compare the property with.
* <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 monster_property level,15</code>
* <code>is has_box player,Kennel,less_than,1</code>


=== music_playing ===
=== has_item ===
Check to see if the specified music file is currently playing.
Check to see if a NPC inventory contains something.


'''Parameters'''  
'''Parameters'''  
* <code>music_file</code>: The music file to check.
* <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</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>quantity</code>: Quantity to compare with. (optional)


'''Examples'''  
'''Examples'''  
* <code>is music_playing 472452_8-Bit-Ambient.ogg</code>
* <code>is has_item player,potion</code>
* <code>is has_item player,potion,greater_than,2</code>


=== npc_at ===
=== has_monster ===
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.
Check to see if a character has a monster in its party.


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the NPC.  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>x</code>: X tile coordinates that the player is at (optional)
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
* <code>y</code>: Y tile coordinate that the player is at (optional)


'''Examples'''  
'''Examples'''  
* <code>is npc_at Maple</code> 
* <code>is has_monster player,rockitten</code>
* <code>is npc_at Maple,4,3</code>


=== npc_exists ===
=== has_party_breeder ===
Check to see if an NPC exists on the current map with <code>npc_name</code>.
Check to see if the character has a male and female monsters not basic (first evolution stage) in the party.


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


'''Examples'''  
'''Examples'''  
* <code>not npc_exists Apple</code>
* <code>is has_party_breeder player</code>


=== npc_facing_tile ===
=== has_tech ===
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.
Check to see if the player has a technique in his party (one of the monsters).


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the NPC.  
* <code>technique</code>: Technique slug name (e.g. "bullet").


'''Examples'''  
'''Examples'''  
* <code>is npc_facing_tile Maple</code>
* <code>is has_tech bullet</code>


=== npc_facing ===
=== location_inside ===
Check to see if the npc is facing: <code>up</code>, <code>down</code>, <code>left</code> or <code>right</code>.
Check to see if the player is inside.
 
'''Examples'''
* <code>is location_inside</code>
 
=== location_name ===
Check to see if the player is in a certain location name.


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the NPC.  
* <code>technique</code>: Slug name. It's the name inside the maps. eg. <code><property name="slug" value="routeb"/></code>, so slug = routeb
* <code>direction</code>: Direction to check for: (<code>up</code>, <code>down</code>, <code>left</code>, <code>right</code>)


'''Examples'''  
'''Examples'''  
* <code>is npc_facing Maple,up</code>
* <code>is location_name routeb</code>
* <code>not npc_facing Maple,down</code>
* <code>is location_name routea:routeb</code>


=== party_size ===
=== location_type ===
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>.
Check to see if the player is in a certain location type.


'''Parameters'''  
'''Parameters'''  
* <code>check</code>: The check to run against the party size. Can be: <code>equals</code>, <code>less_than</code>, or <code>greater_than</code>.
* <code>slug</code>: Slug name. Either all, notype, town, route, clinic, shop, dungeon
* <code>party_size</code>: The size of the party to check against.


'''Examples'''  
'''Examples'''  
* <code>is party_size less_than,1</code>
* <code>is location_type town</code>
* <code>not party_size equals,0</code> 
* <code>is location_type town:shop:clinic</code>
* <code>is party_size greater_than,4</code>


=== player_at ===
=== money_is ===
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.
Check to see if the player has a certain amount of money (pocket).


'''Parameters'''  
'''Parameters'''  
* <code>x</code>: X tile coordinates that the player is at (optional)
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>y</code>: Y tile coordinate that the player is at (optional)
* <code>operator</code>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>amount</code>: Amount of money or value stored in variable.


'''Examples'''  
'''Examples'''  
* <code>is player_at</code>
* <code>is money_is player,>=,500</code>
* <code>is player_at 4,3</code>
* <code>is money_is player,equals,name_variable</code> (name_variable:75)


=== player_defeated ===
=== monster_flair ===
Check to see the player has at least one tuxemon, and all tuxemon in their party are defeated.
Check to see if the given monster flair matches the expected value.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <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 player_defeated</code>
* <code>to be defined</code>


=== player_facing_npc ===
=== music_playing ===
Check to see if the player is facing an NPC with the name <code>npc_name</code>.
Check to see if the specified music file is currently playing.


'''Parameters'''  
'''Parameters'''  
* <code>npc_name</code>: The name of the NPC on the current map.
* <code>music_file</code>: The music file to check.


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


=== player_facing_tile ===
=== once ===
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.
Checks the date saved in the variables with today's date.


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


=== player_facing ===
=== one_of ===
Check to see where an NPC is 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``.


'''Parameters'''
'''Parameters'''  
* <code>direction</code>: One of "up", "down", "left" or "right".
* <code>variable</code>: The variable to check.
* <code>values</code>: Value to check for (multiple values separated by ":").


'''Examples'''  
'''Examples'''  
* <code>is player_facing right</code>
* <code>is one_of stage_of_day,afternoon:dusk:morning</code>


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


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


'''Examples'''  
'''Examples'''  
* <code>is player_moved</code>
* <code>is party_infected some</code>


=== to_talk ===
=== party_size ===
Check if we are attempting interact with a map condition tile.
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>.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Npc slug name (e.g. "npc_maple").
* <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>party_size</code>: The size of the party to check against.


'''Examples'''  
'''Examples'''  
* <code>is to_talk npc_maple</code>
* <code>is party_size less_than,1</code> 
* <code>not party_size equals,0</code> 
* <code>is party_size greater_than,4</code>


=== to_use_tile ===
=== to_use_tile ===
Line 262: Line 385:
* <code>not true</code>
* <code>not true</code>


=== tuxepedia_is ===
=== tuxepedia ===
Check to see if the player has seen or caught a monster.
Check Tuxepedia's progress.


'''Parameters'''  
'''Parameters'''  
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
* <code>operator</code>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>string</code>: seen / caught
* <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_is rockitten,seen</code>
* <code>is tuxepedia less_than,0.2</code>
* <code>is tuxepedia less_than,0.2,10</code>


=== variable_is ===
=== variable_is ===
Line 277: Line 402:
'''Parameters'''  
'''Parameters'''  
* <code>value1</code>: Either a variable or a number.
* <code>value1</code>: Either a variable or a number.
* <code>operation</code>: One of "==", "!=", ">", ">=", "<" or "<=".
* <code>operation</code>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>value2</code>: Either a variable or a number.
* <code>value2</code>: Either a variable or a number.


'''Examples'''  
'''Examples'''  
* <code>is variable_is [value1],>=,[value2]</code>
* <code>is variable_is [value1],operator,[value2]</code>


=== variable_set ===
=== variable_set ===
Line 297: Line 422:


Here is a list of currently supported actions. New event actions can be created by creating a new page under the '''tuxemon/event/actions''':
Here is a list of currently supported actions. New event actions can be created by creating a new page under the '''tuxemon/event/actions''':
=== add_collision ===
Adds a collision defined by a specific label. With numbers, it blocks a specific tile.
'''Parameters'''
* <code>label</code>: Name of the obstacle.
* <code>coord</code>: Coordinates map (single coordinate). (optional)
'''Examples'''
* <code>add_collision obstacle,6,8</code>
* <code>add_collision wall</code> (in this case must exist a collision zone in the .tmx file)


=== add_contacts ===  
=== add_contacts ===  
Line 312: Line 448:


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


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


=== add_monster ===
=== add_monster ===
Line 335: Line 475:


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


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


'''Examples'''   
'''Examples'''   
* <code>call_event 11</code>     
* <code>call_event name_event</code>     
* <code>call_event 8</code>


=== change_bg ===
=== change_bg ===
Change the background. It's advisable end the bg sequence with "end"
Change the background.
Eg:
act1 change_bg filename
act2 change_bg end


'''Parameters'''   
'''Parameters'''   
* <code>background</code>: the name of the file without ".PNG". The files must be inside the folder (gfx/ui/background/). Ideal size: 240x160
* <code>background</code>:
* it can be the name of the file (see below note)
* it can be a RGB color separated by ":" (eg 255:0:0)
* <code>image</code>: monster_slug or template_slug or path
* if path, then "gfx/ui/background/"
* if template (eg. ceo) in "gfx/sprites/player"
* note: the background or image (if not monster or template) must be inside the folder (gfx/ui/background/)
* background size: 240x160
 


'''Examples'''  
'''Examples'''  
* <code>change_bg background</code>
* <code>change_bg gradient_blue,rockitten</code>
* <code>change_bg gradient_blue,ceo</code>
* <code>change_bg gradient_blue</code>
* <code>change_bg</code> (stop)
 
=== change_taste ===
hanges tastes monster.
 
'''Parameters''' 
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>taste</code>: Warm or cold.
 
'''Examples'''
* <code>change_taste name_variable,warm</code>


=== change_state ===
=== change_state ===
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'''Parameters'''   
'''Parameters'''   
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>optional</code>: Variable related to specific states (e.g. variable with monster_id for '''MonsterInfo''', monster slug for '''JournalInfoState''' and character slug for '''CharacterState'''). (Optional)


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


=== clear_kennel ===
=== clear_kennel ===
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* <code>delayed_teleport cotton_town,10,10</code>
* <code>delayed_teleport cotton_town,10,10</code>


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


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


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


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


=== get_player_monster ===
=== get_player_monster ===
Select a monster in the player party and store its id in a variable.
Select a monster in the player party and store its id in a variable.
It allows filtering: slug, gender, evolution_stage, element, shape, taste_warm, taste_cold, level, weight, height, max_hp, current_hp, armour, dodge, melee, ranged and speed.
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>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>get_player_monster name_variable</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>


=== kennel_print ===
=== give_experience ===
Print all the kennels or one. It returns <name, qty, visible/hidden>, where *qty = number of monsters inside.
Gives experience points to the monster.


'''Parameters'''  
'''Parameters'''  
* <code>kennel</code>: Name of the kennel. (optional)
* <code>variable</code>: Name of the variable where to store the monster id.
* <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>kennel_print</code>
* <code>give_experience name_variable,steps_variable"</code>
* <code>kennel_print name_kennel</code>
* <code>give_experience name_variable,420</code>


=== lock_controls ===
=== info ===
Lock player controls.
Records monster's attribute values inside a game variable. It allows to record the monster's owner attribute values too.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>attribute</code>: The attribute to check (level, speed, etc.).


'''Examples'''  
'''Examples'''  
* <code>lock_controls</code>
* <code>info name_variable,level</code> -> if the monster is lv 4, then it'll create a variable called: "info_level:4"
* <code>info name_variable,owner_steps</code> -> if the owner walked 69 steps, then it'll create a variable called: "info_owner_steps:69"


=== modify_npc_attribute ===
=== input_variable ===
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.
Set a code and checks if it's correct or not. The player's output will be by default lowercase.


'''Parameters'''  
'''Parameters'''  
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>question</code>: The question the player needs to reply. (eg. "access_code") then you create the msgid "access_code" inside the English PO file, as follows: msgid "access_code" and msgstr "Here the actual question?"
* <code>attribute</code>: Name of the attribute to modify.
* <code>variable</code>: Name of the variable where to store the output.
* <code>value</code>: Value of the attribute modifier.
* <code>escape</code>: Whether the input can be closed or not. Default False.


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


=== modify_player_attribute ===
=== load_game ===
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.
Loads the game. If the index parameter is absent, then it'll load slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3)


'''Parameters'''  
'''Parameters'''  
* <code>attribute</code>: Name of the attribute to modify.
* <code>index</code>: Selected index. (optional)
* <code>value</code>: Value of the attribute modifier.


'''Examples'''  
'''Examples'''  
* <code>modify_player_attribute attribute,value</code>
* <code>load_game</code> (it's going to load slot4.save)
* <code>load_game 0</code> (it's going to load slot1.save)


=== money_print ===
=== lock_controls ===
Print the current value of money dictionary to the console. If no entity is specified, print out values of all money dictionary.
Lock player controls.


'''Parameters'''  
'''Parameters'''  
* <code>slug</code>: Slug name (e.g. player or NPC, etc.). (optional)
* <code>None</code>


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


=== npc_face ===
=== menu ===
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>.
Enable/disable one or more menu.


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the npc.   
* <code>act</code>: enable or disable
* <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>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>npc_face Maple,left</code> 
* <code>menu disable,menu_bag</code>
* <code>npc_face Pine,up</code>


=== npc_move ===
=== modify_char_attribute ===
Determines the NPC's movement behaviour.  
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'''  
* <code>name</code>: The name of the npc.
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute to modify.
* <code>value</code>: Value of the attribute modifier.


'''Examples'''  
'''Examples'''  
* <code>npc_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1</code>
* <code>modify_char_attribute character,attribute,value</code>


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


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the npc.
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>amount</code>: Amount of money to add/remove (-/+)
* <code>variable</code>: Name of the variable where to store the amount.


'''Examples'''  
'''Examples'''  
* <code>npc_run npc_mom</code>
* <code>modify_money npc_maple,100</code>
* <code>modify_money npc_maple,-50</code>
* <code>modify_money player,,name_variable</code>


=== npc_speed ===
=== modify_monster_bond ===
Sets the NPC's walk speed.  
Add or remove an amount of money for a wallet (slug).


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


'''Examples'''  
'''Examples'''
* <code>npc_speed npc_mom, 0.2</code>
* <code>modify_monster_bond</code>
* <code>modify_monster_bond name_variable,25</code>
* <code>modify_monster_bond name_variable,-0.5</code>


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


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


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


=== npc_wander ===
 
Sets the NPC's behaviour to wander about instead of stand in place.
=== modify_monster_stats ===
Change the stats of a monster in the current player's party.


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the npc.
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched. (Optional)
* <code>stat</code>: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional)
* <code>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional)


'''Examples'''  
'''Examples'''  
* <code>npc_wander npc_mom</code>  
* <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>


=== open_shop ===
=== open_shop ===
Line 607: Line 942:
'''Examples'''  
'''Examples'''  
* <code>open_shop npc_maple</code>  
* <code>open_shop npc_maple</code>  
=== overwrite_tech ===
Overwrite / replace a technique with another.
'''Parameters'''
* <code>removed</code>: Name of the variable where to store the tech id.
* <code>added</code>: Slug technique.
'''Examples'''
* <code>overwrite_tech name_variable,peck</code>


=== pathfind ===
=== pathfind ===
Line 631: Line 976:
* <code>pathfind_to_player spyder_route2_roddick</code>  
* <code>pathfind_to_player spyder_route2_roddick</code>  
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>start_battle spyder_route2_roddick</code>  
* <code>start_battle player,spyder_route2_roddick</code>  


=== pause_music ===
=== pause_music ===
Line 649: Line 994:
* <code>duration</code>: The amount of time in seconds between each frame.   
* <code>duration</code>: The amount of time in seconds between each frame.   
* <code>loop</code>: Whether or not to loop the animation. Can be either <code>loop</code> or <code>noloop</code> to loop the animation.   
* <code>loop</code>: Whether or not to loop the animation. Can be either <code>loop</code> or <code>noloop</code> to loop the animation.   
* <code>position</code>: The position to draw the animation. Can either be an <code>x,y</code> coordinate or <code>player</code> to draw the animation over the player.
* <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'''  
Line 656: Line 1,001:


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


'''Parameters'''  
'''Parameters'''  
* <code>filename</code>: The name of the music file to play under "music/
* <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'''  
'''Examples'''  
* <code>play_music 472452_8-Bit-Ambient.ogg</code>  
* <code>play_music music_mystic_island</code>  


=== play_sound ===
=== play_sound ===
Plays an audio file located under "sounds/".
Plays a sound file.
 
'''Parameters'''
* <code>filename</code>: The name of the sound file to play under "sounds/" 
 
'''Examples'''
* <code>play_sound combat/falling_Macro.ogg</code> 
 
=== player_face ===
Makes the player face a particular direction. Parameter can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.
 
'''Parameters'''
* <code>direction</code>: Direction to make the player face. Can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.
 
'''Examples'''
* <code>player_face left</code> 
* <code>player_face up</code>
 
=== player_sprite ===
Check the player's sprite
 
'''Parameters'''
* <code>sprite</code>: slug of the sprite
 
'''Examples'''
* <code>is player_sprite adventurer</code> 
 
=== player_stop ===
Stops the player's current movement. There is currently no way to stop a player from inputting another movement after being stopped ([https://github.com/Tuxemon/Tuxemon/issues/790 issue #790])


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>filename</code>: Sound file to load (slug inside the JSON in db/sound)
* <code>volume</code>: Number between 0.0 and 1.0. (optional)


'''Examples'''  
'''Examples'''  
* <code>player_stop</code>   
* <code>play_sound sound_confirm</code>   


=== print ===
=== print ===
Line 710: Line 1,030:
* <code>print</code>   
* <code>print</code>   
* <code>print name_variable</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'''
* <code>value</code>: in or out
* <code>amount</code>: number of monsters (optional)
'''Examples'''
* <code>quarantine out</code> everything out (player's party -> if full, then box)
* <code>quarantine out,5</code> eg. box contains 30 monsters <code>quarantine out,5</code>, it means 5 monsters by random


=== quit ===
=== quit ===
Line 732: Line 1,063:


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


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


''resources/db/encounter/route1.json'' 
  "slug": "route1",
 
  "monsters": [
    json
     {
     {
       "monster": "aardorn",
       "monster": "pairagrin",
       "encounter_rate": 3.5,
       "encounter_rate": 3.5,
       "daytime": true,
       "variable": "daytime:true",
       "exp_req_mod": 1,
       "exp_req_mod": 1,
       "level_range": [
       "level_range": [
Line 751: Line 1,081:


'''Parameters'''  
'''Parameters'''  
* <code>encounter_id</code>: The id of the encounter JSON file to use for random battles under <code>resources/db/encounter</code>.
* <code>encounter_slug</code>: Slug of the encounter list.
* <code>total_prob</code>: The probability of an encounter, with 100 = 100% probability of an encounter. If not set, then the probability of an encounter is the sum of all encounter_rates in the encounter JSON file (as a percentage).
* <code>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'''  
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'''Examples'''  
'''Examples'''  
* <code>random_integer name_variable,1,9</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'''
* <code>item_slug</code>: Item name to look up in the item database (multiple items separated by ":").
* <code>quantity</code>: Quantity of the item to add or to reduce. By default it is 1. (optional)
* <code>trainer_slug</code>: Slug of the trainer that will receive the item. It defaults to the current player. (optional)
'''Examples'''
* <code>random_item potion:tea:revive</code> (adds 1 potion or tea or revive to the trainer's inventory).
* <code>random_item potion:tea:revive,2</code> (adds 2 potions or teas or revives to the trainer's inventory).
* <code>random_item potion:tea:revive,2,npc_maple</code> (adds 2 potions or teas or revives to the maple's inventory).
* <code>random_item potion:tea:revive,,npc_maple</code> (adds 1 potion or tea or revive to the maple's inventory).


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


'''Parameters'''  
'''Parameters'''  
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* <code>exp_mod</code>: Experience modifier. (optional)
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>money_mod</code>: Money 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'''  
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* <code>random_monster 10,npc_maple</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</code>
* <code>random_monster 10,npc_maple,10,27,aquatic,basic</code>
* <code>random_monster 10,npc_maple,,,brute,basic</code>
=== remove_collision ===
Removes a collision defined by a specific label.
'''Parameters''' :
* <code>label</code>: Name of the obstacle.
'''Examples'''
* <code>remove_collision obstacle</code> (it can one added with add_collision or an existing zone in the .tmx file).


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


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


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


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


=== rename_monster ===
=== rename_monster ===
Open the monster menu and text input screens to rename a selected monster.
Open the text input screen to rename the monster.


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


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


=== rename_player ===
=== rename_player ===
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'''Examples'''  
'''Examples'''  
* <code>rumble duration,power</code>   
* <code>rumble duration,power</code>   
=== save_game ===
Saves the game. If the index parameter is absent, then it'll create slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3)
'''Parameters'''
* <code>index</code>: Selected index. (optional)
'''Examples'''
* <code>save_game</code> (it's going to save slot4.save)
* <code>save_game 1</code> (it's going to save slot2.save)


=== screen_transition ===
=== screen_transition ===
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'''Parameters'''  
'''Parameters'''  
* <code>transition_time</code>: Time in seconds to fade the screen to black.
* <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'''  
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=== set_battle ===
=== set_battle ===
Set the key in the player.battle_history dictionary.
Append a new element in player.battles.


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


'''Examples'''  
'''Examples'''  
* <code>set_battle npc_maple,won</code>
* <code>set_battle player,won,npc_maple</code> (player won against npc_maple)


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


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


'''Examples'''  
'''Examples'''  
* <code>set_code access_code,joke,name_variable</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_economy ===
=== set_economy ===
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'''Parameters'''  
'''Parameters'''  
* <code>npc_slug</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>economy_slug</code>: Slug of an economy.
* <code>economy_slug</code>: Slug of an economy.


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'''Examples'''  
'''Examples'''  
* <code>set_kennel new_kennel,true</code>
* <code>set_kennel new_kennel,true</code>
=== set_layer ===
Allows to change the color of the transparent layer.
'''Parameters'''
* <code>rgb</code>: color (eg red > 255,0,0,128 > 255:0:0:128) - default transparent
'''Examples'''
* <code>set_layer 255:0:0:128</code>
=== set_mission ===
Set mission.
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>slug</code>: slug mission
* <code>operation</code>: add, remove or change
* <code>status</code>: completed, pending, failed (default pending)
'''Examples'''
* <code>set_mission mission1</code>
* <code>set_mission mission1,change,completed</code>


=== set_money ===
=== set_money ===
Set the key and value in the money dictionary. It'll reset the previous amount.
Set an amount of money for a specific slug.


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


'''Examples'''  
'''Examples'''  
* <code>set_money player</code>
* <code>set_money player,500</code>
* <code>set_money player,500</code>
=== set_monster_attribute ===
Set the given attribute of the monster to the given value.
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.
'''Examples'''
* <code>set_monster_attribute name_variable,name,jimmy</code> (the monster will be named jimmy)


=== set_monster_flair ===
=== set_monster_flair ===
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'''Parameters'''  
'''Parameters'''  
* <code>slot</code>: Slot of the monster in the party.
* <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>category</code>: Category of the monster flair.
* <code>flair</code>: Name of the monster flair.
* <code>flair</code>: Name of the monster flair.


'''Examples'''  
'''Examples'''  
* <code>set_monster_flair 1,category,flair</code>
* <code>get_player_monster name_variable</code>
* <code>set_monster_flair name_variable,category,flair</code>


=== set_monster_health ===
=== 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.  
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.  


'''Parameters'''  
'''Parameters'''  
* <code>slot</code>: The slot the monster appears in. If no slot is specified, all monsters are healed.  
* <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. If no health is specified, the hp is maxed out.  
* <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)


'''Examples'''  
'''Examples'''  
* <code>set_monster_health 1,1</code>
* <code>set_monster_health</code> (heals all the monsters in the party)
=== set_monster_level ===
or
Changes the level of a monster in the current player's party.
* <code>get_player_monster name_variable</code>
 
* <code>set_monster_health name_variable,1</code>
'''Parameters'''
* <code>slot</code>: The slot the monster appears in. If no slot is specified, all monsters are leveled.
* <code>level</code>: The amount by which to level. If no level is specified, the level is reverted to 1.
 
'''Examples'''
* <code>set_monster_level 1,100</code>


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


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


=== set_monster_status ===
=== set_monster_status ===
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'''Parameters'''  
'''Parameters'''  
* <code>slot</code>: Slot of the monster in the party. If no slot is specified, all monsters are modified. (optional)
* <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>: Status to set. If no status is specified, the status is cleared.
* <code>status</code>: Inoculated, healthy or infected, default healthy (optional)


'''Examples'''  
'''Examples'''  
* <code>set_monster_status 1,status_blinded</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_npc_attribute ===
=== set_char_attribute ===
Set the given attribute of the npc to the given value.
Set the given attribute of the character to the given value.


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


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


=== set_player_attribute ===
=== set_party_attribute ===
Set the given attribute of the player character to the given value.
Set the given attribute of party's monsters to the given value.


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


'''Examples'''  
'''Examples'''  
* <code>set_player_attribute attribute,value</code>
* <code>set_party_attribute player,name,jimmy</code> (all the monsters in the party will be named jimmy)
 
=== set_party_status ===
Records important information about all monsters in the party (eg average level of the party, etc.)
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>set_party_status player</code>
 
=== set_player_name ===
Set player name without opening the input screen.
 
'''Parameters'''
* <code>choice</code>: Single name or multiple names separated by ":" (random choice). NB: the names must be in the en_US PO file.


=== set_player_template ===
'''Examples'''
* <code>set_player_name jimmy</code>
* <code>set_player_name jimmy:richard:linus</code> (random choice among jimmy, richard and linus)
 
=== set_random_variable ===
Set the key in the player.game_variables dictionary with a random value.
 
'''Parameters'''
* <code>variable</code>: Name of the variable.
* <code>values</code>: Multiple values of the variable separated with ":".
 
'''Examples'''
* <code>set_random_variable alpha,one:two:three</code> (variable "alpha" can be "alpha:one" or "alpha:two" or "alpha:three").
 
=== set_template ===
Switch template (sprite and combat_front).
Switch template (sprite and combat_front).


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


'''Examples'''  
'''Examples'''  
* <code>set_player_template adventurer,adventurer</code>
* <code>set_template player,adventurer,adventurer</code>


=== set_tuxepedia ===
=== set_tuxepedia ===
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'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").  
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").  
* <code>string</code>: seen / caught
* <code>label</code>: seen / caught


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


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


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


'''Examples'''  
'''Examples'''  
Line 1,036: Line 1,497:


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


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


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


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


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


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


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


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


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


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


=== transition_teleport ===
=== transition_teleport ===
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* <code>x</code>: The X-tile coordinate to teleport the player to.   
* <code>x</code>: The X-tile coordinate to teleport the player to.   
* <code>y</code>: The Y-tile coordinate to teleport the player to.   
* <code>y</code>: The Y-tile coordinate to teleport the player to.   
* <code>transition_time</code>: The time in seconds the transition will last.
* <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>teleport map2.tmx,1,6,1.5</code>   
* <code>teleport room1.tmx,8,1,4</code>
* <code>teleport room1.tmx,8,1,4</code>
=== translated_dialog_chain ===
Deprecated. Use [#translated_dialog translated_dialog]


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


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


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


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


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


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


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


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


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


=== variable_math ===
=== variable_math ===
Line 1,216: Line 1,658:
* <code>wait 2.0</code>   
* <code>wait 2.0</code>   
* <code>wait 5.2</code>
* <code>wait 5.2</code>
=== wild_encounter ===
Start an encounter with a single wild monster.
'''Parameters'''
* <code>monster_slug</code>: Monster slug.
* <code>monster_level</code>: Level of monster.
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>mon_mod</code>: Money modifier. (optional)
* <code>env</code>: Environment (grass default) -> [[Battle Terrain]] (optional)
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
'''Examples'''
* <code>wild_encounter rockitten,5</code> 
* <code>wild_encounter rockitten,5,2,2,desert</code>


=== withdraw_monster ===
=== withdraw_monster ===
Line 1,221: Line 1,678:


'''Parameters'''  
'''Parameters'''  
* <code>monster_id</code>: The id of the monster to pull (variable).
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>trainer</code>: Slug of the trainer that will receive the monster. It defaults to the current player.
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). The one who is going to receive the monster.
 
           
'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>get_player_monster name_variable</code>
Line 1,239: Line 1,696:


=== Battle related ===
=== Battle related ===
* <code>battle_last_result</code>: the result can be <code>won</code>, <code>draw</code>, <code>lost</code> or <code>ran</code>.
other variables include:
* <code>battle_last_monster_name</code> name of the last monster fought.
* <code>battle_last_monster_name</code> name of the last monster fought.
* <code>battle_last_monster_level</code> level of the last monster fought.
* <code>battle_last_monster_level</code> level of the last monster fought.
Line 1,247: Line 1,701:
* <code>battle_last_monster_category</code> category of the last monster fought.
* <code>battle_last_monster_category</code> category of the last monster fought.
* <code>battle_last_monster_shape</code> shape of the last monster fought.
* <code>battle_last_monster_shape</code> shape of the last monster fought.
* <code>battle_last_trainer</code> slug of the last trainer fought (it applies only to trainer battles).
 
trainer battles:
* <code>battle_last_trainer</code> slug of the last trainer fought
battles PC vs NPC (eg player vs npc_maple or npc_maple vs player)
* <code>battle_last_result</code>: the result can be <code>won</code> or <code>draw</code>
battles NPC vs NPC (eg npc_maple vs npc_apple) or PC vs NPC (eg player vs npc_maple or npc_maple vs player)
* <code>battle_last_loser</code> slug of the last trainer fought ("player" for the player)
* <code>battle_last_winner</code> slug of the last trainer fought ("player" for the player)


=== Time related ===
=== Time related ===
* <code>weekday</code> tracks the day of the week (Monday, Tuesday, etc.)
* <code>hour</code> tracks the hour
* <code>hour</code> tracks the hour
* <code>day_of_year</code> tracks the days in a year (1 to 365/366)
* <code>day_of_year</code> tracks the days in a year (1 to 365/366)
Line 1,259: Line 1,721:


=== Campaign related ===
=== Campaign related ===
* <code>steps</code> the results shows the number of the steps.
* <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.
* <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.


Line 1,267: Line 1,728:
* <code>party_level_average</code> the result shows the average level in the player's party.
* <code>party_level_average</code> the result shows the average level in the player's party.


=== Examples ===
== Examples ==
 
==== Battle ====
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 ====
==== 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):
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):
Line 1,277: Line 1,745:
but if the specific date is before (included) the 28th February (day nr 59):
but if the specific date is before (included) the 28th February (day nr 59):
* <code>is variable_set day_of_year:59</code>
* <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 ====
==== Stage of the day ====
Let's say you want to block the access during the night:
Let's say you want to block the access during the night:
Line 1,282: Line 1,755:
while if you want to grant the access only during the night:
while if you want to grant the access only during the night:
* <code>is variable_set stage_of_day:night</code>
* <code>is variable_set stage_of_day:night</code>
==== Season ====
 
Let's say you want to grant access to a location only in summer:
==== Steps Countdown ====
* <code>is variable_set season:summer</code>
Let's say you want to trigger an event after 1234 steps:
==== Battle ====
* <code>set_variable steps_whatever:1234</code>
Let's say you want to trigger different events based on the output of the fight:
<code>steps_</code> followed by your variable <code>whatever</code>.
* <code>is variable_set battle_last_result:won</code>
* <code>is variable_is steps_whatever,equals,0.0</code>: Checking for the results, separate event.
or
 
* <code>is variable_set battle_last_result:lost</code>
Note: you can replace <code>equals</code> with: <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>,  and <code>not_equals</code>.
 
==== Trading ====
Let's say you want to set up and event for trading monsters. You need 3 events after creating the NPC in map.
* <code>monster1</code> (monster desired by the NPC)
* <code>monster2</code> (monster the NPC wants to trade in exchange)
 
1st: if the player has the monster
    <property name="act10" value="translated_dialog dialog_npc1"/>
    <property name="act20" value="translated_dialog_choice yes:no,npc_willtrade"/>
    <property name="behav10" value="talk npc_slug"/>
    <property name="cond10" value="is has_monster player,monster1"/>
    <property name="cond20" value="not variable_set npc_hastraded:yes"/>
2nd: if the player hasn't the monster
    <property name="act10" value="translated_dialog dialog_npc1"/>
    <property name="act20" value="translated_dialog dialog_npc_nomonster1"/>
    <property name="behav10" value="talk npc_slug"/>
    <property name="cond10" value="not has_monster player,monster1"/>
    <property name="cond20" value="not variable_set npc_hastraded:yes"/>
3rd: trading part
    <property name="act10" value="translated_dialog dialog_npc_willtrade"/>
    <property name="act20" value="get_player_monster name_variable"/>
    <property name="act30" value="trading name_variable,traded_monster"/>
    <property name="act40" value="set_variable npc_hastraded:yes"/>
    <property name="cond10" value="is has_monster player,monster1"/>
    <property name="cond20" value="is variable_set npc_willtrade"/>
    <property name="cond30" value="not variable_set npc_hastraded"/>
 
==== Get Party Monster ====
Let's say you want to add a tech to a monster (NPC). Eg. the NPC [[Rockitten]] needs to know [[Canine]], but [[Rockitten]] is the 4th monster (equal to 3rd slot).
 
    <property name="act10" value="add_monster rockitten,20,npc_slug,27,10"/>
    <property name="act20" value="add_monster vivipere,20,npc_slug,27,10"/>
    <property name="act30" value="add_monster budaye,20,npc_slug,27,10"/>
    <property name="act40" value="add_monster rockitten,20,npc_slug,27,10"/>
    <property name="act50" value="add_monster nut,20,npc_slug,27,10"/>
    <property name="act60" value="get_party_monster npc_slug"/>
    <property name="act70" value="add_tech iid_slot_3,canine"/> ---> iid_slot_3 followed by [[Canine]]
    <property name="act80" value="start_battle player,npc_slug"/>
 
==== Battle Among NPCs (the player watches without interacting) ====
(eg npc_maple vs npc_apple)
 
    <property name="act10" value="create_npc npc_maple,0,7,stand"/>
    <property name="act20" value="create_npc npc_apple,0,8,stand"/>
    <property name="act30" value="add_monster chloragon,3,npc_maple"/>
    <property name="act40" value="add_monster rockitten,3,npc_apple"/>
    <property name="act50" value="start_battle npc_maple,npc_apple"/>
separate event, multiple endings, if npc_maple wins
    <property name="cond1" value="is variable_set battle_last_winner:npc_maple"/>
separate event, multiple endings, if npc_apple wins
    <property name="cond1" value="not variable_set battle_last_winner:npc_maple"/>
separate event, multiple endings, if no-one wins
    <property name="cond1" value="is variable_set battle_last_result:draw"/>

Revision as of 15:25, 17 March 2024

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

Check to see if a character has fought against another one and won, lost or draw.

Parameters

  • fighter: Npc slug name (e.g. "npc_maple").
  • outcome: One among "won", "lost" or "draw".
  • opponent: Npc slug name (e.g. "npc_maple").

Examples

  • is battle_is player,won,npc_maple (has player won against npc_maple in the last fight?)

button_pressed

Check to see if a particular key has been pressed. E.g. K_RETURN.

Parameters

  • key: A pygame key constant such as K_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

char_at

Check to see if the character is at the condition position on the map.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • is char_at Maple

char_defeated

Check to see the character has at least one tuxemon, and all tuxemon in their party are defeated.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • is char_defeated player

char_exists

Check to see if a character object exists in the current list of NPCs.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • not char_exists npc_maple

char_facing

Check to see where a character is facing.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • direction: One of "up", "down", "left" or "right".

Examples

  • is char_facing npc_maple,up
  • not char_facing npc_maple,down

char_facing_char

Check to see the character is next to and facing a particular character.

Parameters

  • character1: Either "player" or npc slug name (e.g. "npc_maple").
  • character2: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • is char_facing_char npc_maple,player

char_facing_tile

Check to see if a character is facing a tile position.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • is char_facing_tile npc_maple

char_in

Check to see if the character is at the condition position on a specific set of tiles.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • value: value (eg surfable) inside the tileset.

Examples

  • is char_in npc_maple,surfable

char_moved

Check to see the character has just moved into this tile. Using this condition will prevent a condition like "char_at" from constantly being true every single frame.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • is char_moved player

char_sprite

Check the character's sprite

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • sprite: NPC's sprite (eg maniac, florist, etc.)

Examples

  • is char_sprite player,adventurer

check_char_parameter

Check the parameter's value of the character against a given value.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • parameter: Name of the parameter to check (eg. "name", "steps", etc.).
  • value: Given value to check.

Examples

  • is check_char_parameter player,name,alpha

check_evolution

Check to see the character has at least one tuxemon evolving. If yes, it'll save the monster and the evolution inside a list. The list will be used by the event action evolution.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • is check_evolution player

check_max_tech

Check to see the player has at least one tuxemon with more than the max number of techniques in its party. If yes, then it saves automatically the monster_id and inside the dictionary event_data.

Parameters

  • nr: Number of tech, default the constant

Examples

  • is check_max_tech
  • is check_max_tech 2

check_mission

Check to see the player has failed or completed a mission. Check to see if a mission is still pending.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • method: Mission or missions, "all" means all the existing missions.
  • staths: pending, completed or failed

Examples

  • is check_mission player,mission1,completed
  • is check_mission player,mission1,pending
  • is check_mission player,mission1:mission2,completed
  • is check_mission player,all,completed

check_party_parameter

Check to see the player has failed or completed a mission. Check to see if a mission is still pending.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • attribute: Name of the monster attribute to check (e.g. level).
  • value: Value to check (related to the attribute) (e.g. 5 - level).
  • operator: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
  • times: Value to check with operator (how many times in the party?).

Examples

  • check_party_parameter player,level,5,equals,1 (is there 1 monster in the party at level 5? True/False)

check_world

Check some world's parameter against a given value.

Parameters

  • parameter: Name of the parameter to check (eg. "layer", etc.).
  • value: Given value to check.

Supported parameters

  • layer: color value which is used to overlay the world
  • bubble: speech bubble of an npc

Examples

  • is check_world
  • is check_world layer,255:255:255:0

current_state

Check to see if one or multiple state/states has/have been started or not.

Parameters

  • state: Either "CombatState", "DialogState", etc

Examples

  • is current_state DialogState
  • is current_state CombatState:DialogState

has_bag

Check to see how many items are in the character's bag. It doesn't count invisible items.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • operator: Numeric comparison operator. Accepted values are less_than, less_or_equal, greater_than, greater_or_equal, equals and not_equals.
  • value: The value to compare the bag with.

Examples

  • is has_bag player,equals,5 (player's bag: 5 potions and 2 tuxeball (5 items), in this case is true because 5 = 5)
  • is has_bag player,equals,9 (player's bag: 5 potions and 2 tuxeball (5 items), in this case is false because 9 != 5)

has_box

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

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • operator: Numeric comparison operator. Accepted values are less_than, less_or_equal, greater_than, greater_or_equal, equals and not_equals.
  • value: The value to compare the party with.
  • box: The box name.

Examples

  • is has_box player,Kennel,less_than,1

has_item

Check to see if a NPC inventory contains something.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • item: The item slug name (e.g. "item_cherry").
  • operator: Numeric comparison operator. Accepted values are less_than, less_or_equal, greater_than, greater_or_equal, equals and not_equals.
  • quantity: Quantity to compare with. (optional)

Examples

  • is has_item player,potion
  • is has_item player,potion,greater_than,2

has_monster

Check to see if a character has a monster in its party.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • monster_slug: Monster slug name (e.g. "rockitten").

Examples

  • is has_monster player,rockitten

has_party_breeder

Check to see if the character has a male and female monsters not basic (first evolution stage) in the party.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • is has_party_breeder player

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

location_inside

Check to see if the player is inside.

Examples

  • is location_inside

location_name

Check to see if the player is in a certain location name.

Parameters

  • technique: Slug name. It's the name inside the maps. eg. <property name="slug" value="routeb"/>, so slug = routeb

Examples

  • is location_name routeb
  • is location_name routea:routeb

location_type

Check to see if the player is in a certain location type.

Parameters

  • slug: Slug name. Either all, notype, town, route, clinic, shop, dungeon

Examples

  • is location_type town
  • is location_type town:shop:clinic

money_is

Check to see if the player has a certain amount of money (pocket).

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • operator: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
  • amount: Amount of money or value stored in variable.

Examples

  • is money_is player,>=,500
  • is money_is player,equals,name_variable (name_variable:75)

monster_flair

Check to see if the given monster flair matches the expected value.

Parameters

  • slot: Position of the monster in the player monster list.
  • property: Category of the flair.
  • name: Name of the flair.

Examples

  • to be defined

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

once

Checks the date saved in the variables with today's date.

Parameters

  • timeframe: nr of days the event stays "blocked" (eg. 1, 7, etc.)
  • variable: Variable where the date is stored.

Examples

  • set_variable variable_name:today
  • is once 1,variable_name (it blocks the event for 1 day)

or

  • is once 7,variable_name (it blocks the event for 7 days - 1 week)

one_of

Check to see if at least 1 among multiple values in a variable is True. If the variable does not exist it will return ``False``.

Parameters

  • variable: The variable to check.
  • values: Value to check for (multiple values separated by ":").

Examples

  • is one_of stage_of_day,afternoon:dusk:morning

party_infected

Check to see how many monster are infected in the character's party.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • value: all, some or none.

Examples

  • is party_infected some

party_size

Check the character's party size. The check parameter can be: equals, less_than, or greater_than.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • operator: Numeric comparison operator. Accepted values are less_than, less_or_equal, greater_than, greater_or_equal, equals and not_equals.
  • 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

to_use_tile

Check if we are attempting interact with a map condition tile.

Parameters

  • None

Examples

  • is 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

Check Tuxepedia's progress.

Parameters

  • operator: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
  • percentage: Number between 0.1 and 1.0
  • total: Total, by default the total number of tuxemon.

Examples

  • is tuxepedia less_than,0.2
  • is tuxepedia less_than,0.2,10

variable_is

Check an operation over a variable.

Parameters

  • value1: Either a variable or a number.
  • operation: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
  • value2: Either a variable or a number.

Examples

  • is variable_is [value1],operator,[value2]

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_collision

Adds a collision defined by a specific label. With numbers, it blocks a specific tile.

Parameters

  • label: Name of the obstacle.
  • coord: Coordinates map (single coordinate). (optional)

Examples

  • add_collision obstacle,6,8
  • add_collision wall (in this case must exist a collision zone in the .tmx file)

add_contacts

Add contact to the app (Nu Phone). The slug must have the msgid inside the PO.

Parameters

  • slug: slug name (e.g. "npc_maple").
  • phone_number: 3 digits

Examples

  • add_contacts npc_maple,123

add_item

Add the specified item to the player's inventory.

Parameters

  • item_name: Monster slug to look up in the monster database or name variable where it's stored the mon_slug.
  • quantity: Quantity of the item to add or to reduce. By default it is 1. (optional)
  • trainer_slug: Slug of the trainer that will receive the item. It defaults to the current player. (optional)

Examples

  • add_item hatchet
  • add_item hatchet,2
  • add_item hatchet,2,npc_maple

add_monster

Add the specified monster to the player's party.

Parameters

  • monster_slug: Monster slug to look up in the monster database.
  • monster_level: Level of the added monster.
  • trainer_slug: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)
  • exp_mod: Experience modifier. (optional)
  • money_mod: Money modifier. (optional)

Examples

  • add_monster fruitera,10
  • add_monster fruitera,10,npc_maple,10,27

add_tech

Adds a tech to a specific monster.

Parameters

  • variable: Name of the variable where to store the monster id.
  • technique: Slug of the technique (e.g. "bullet").
  • power: Power between 0.0 and 3.0. (optional)
  • potency: Potency between 0.0 and 1.0. (optional)
  • accuracy: Accuracy between 0.0 and 1.0. (optional)

Examples

  • get_player_monster name_variable
  • add_tech name_variable,bullet

breeding

Select a monster in the player party filtered by gender and store its id in a variables (breeding_father or breeding_mother)

Parameters

  • gender: Gender (male or female).

Examples

  • breeding male
  • breeding female

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_name: The name of the event whose actions should be executed.

Examples

  • call_event name_event

change_bg

Change the background.

Parameters

  • background:
  • it can be the name of the file (see below note)
  • it can be a RGB color separated by ":" (eg 255:0:0)
  • image: monster_slug or template_slug or path
  • if path, then "gfx/ui/background/"
  • if template (eg. ceo) in "gfx/sprites/player"
  • note: the background or image (if not monster or template) must be inside the folder (gfx/ui/background/)
  • background size: 240x160


Examples

  • change_bg gradient_blue,rockitten
  • change_bg gradient_blue,ceo
  • change_bg gradient_blue
  • change_bg (stop)

change_taste

hanges tastes monster.

Parameters

  • variable: Name of the variable where to store the monster id.
  • taste: Warm or cold.

Examples

  • change_taste name_variable,warm

change_state

Change to the specified state.

Parameters

  • state_name: The state name to switch to (e.g. PCState).
  • optional: Variable related to specific states (e.g. variable with monster_id for MonsterInfo, monster slug for JournalInfoState and character slug for CharacterState). (Optional)

Examples

  • change_state PCState
  • change_state JournalInfoState,rockitten

char_face

Make the character face a certain direction.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • direction: Direction to make the character's face. Can be set to: left, right, up, or down.

Examples

  • char_face player,down
  • char_face npc_maple,right

char_look

Make a character look around.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • frequency: 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.
  • directions: the direction the npc is going to look, by default all. (optional)

Examples

  • char_look character
  • char_look character,,right:left

char_move

Relative tile movement for character.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • char_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1

char_plague

Set the character as infected, inoculated or healthy.

Parameters

  • condition: Infected, inoculated or healthy.
  • character: Either "player" or npc slug name (e.g. "npc_maple"). (optional)

Examples

  • char_plague infected,npc_maple

char_run

Set the character movement speed to the global run speed.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • char_run npc_mom

char_speed

Set the character movement speed to a custom value.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • speed: Speed amount.

Examples

  • char_speed npc_mom,0.2

char_stop

Make the character stop moving.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • char_stop npc_mom

char_walk

Set the character movement speed to the global walk speed.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • char_walk npc_mom

char_wander

Make a character wander around the map.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • frequency: 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.
  • t_bound: Coordinates top_bound vertex (e.g. 5,7)
  • b_bound: Coordinates bottom_bound vertex (e.g. 7,9)

Examples

  • char_wander npc_maple
  • char_wander npc_maple,,5,7,7,9

choice_item

Ask the player to make a choice among items.

Parameters

  • choices: List of possible choices (item slugs eg: potion:tea), separated by a colon ":".
  • variable: Variable to store the result of the choice.

Examples

  • choice_monster potion:tea,name_variable

choice_monster

Ask the player to make a choice among monsters.

Parameters

  • choices: List of possible choices (monster slugs eg: rockitten:apeoro), separated by a colon ":".
  • variable: Variable to store the result of the choice.

Examples

  • choice_monster apeoro:rockitten,name_variable

choice_npc

Ask the player to make a choice among NPCs.

Parameters

  • choices: List of possible choices (npc slugs eg: maple:billie), separated by a colon ":".
  • variable: Variable to store the result of the choice.

Examples

  • choice_monster billie:maple,name_variable

clear_kennel

Clear a kennel. It advisable to save the game and check twice. Remember the main kennel is "Kennel" and without destination (transfer) the monster will be deleted as well as the kennel.

Parameters

  • kennel: The kennel to clear.
  • transfer: The kennel to transfer the monsters. (optional)

Examples

  • clear_kennel name_kennel, new_kennel

clear_tuxepedia

Clear the key and value in the Tuxepedia dictionary.

Parameters

  • monster_slug: Monster slug name (e.g. "rockitten").

Examples

  • clear_tuxepedia rockitten

clear_variable

Clear the value of a variable from the game.

Parameters  :

  • variable: The variable to clear.

Examples

  • clear_variable name_variable

copy_variable

Copy the value of var2 into var1 (e.g. var1 = var 2).

Parameters  :

  • var1: The variable to copy to.
  • var2: The variable to copy from.

Examples

  • copy_variable new_variable,old_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 in resources/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.
  • behavior: The NPC's movement behavior. Currently not implemented.

Examples

  • create_npc Maple,2,3
  • create_npc Pine,1,6,stand

delayed_teleport

Set teleport information. Teleport will be triggered during screen transition. Only use this if followed by a transition.

Parameters

  • map_name: Name of the map to teleport to.
  • position_x: X position to teleport to.
  • position_y: Y position to teleport to.

Examples

  • delayed_teleport cotton_town,10,10

evolution

Checks, asks and evolves. It's the action responsible for evolving monster when one or more conditions are met. It's advisable to use it with the condition is/not check_evolution player

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • evolution player

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

format_variable

Format the value of a variable from the game (eg. float or int).

Parameters

  • variable: The variable to format.
  • type_format: Kind of format (float or int).

Examples

  • format_variable name_variable,int
  • format_variable name_variable,float

get_monster_tech

Select a tech among the monster's moves. It allows filtering: slug, element, range.

Parameters

  • variable_name: Variable where to store the technique id.
  • monster_id: Variable where is stored the monster id.
  • filter_name: the name of the first filter (optional)
  • value_name: the actual value to filter (optional)
  • extra: used to filter more (optional)

Examples

  • get_monster_tech name_variable,monster_id
  • get_monster_tech name_variable,monster_id,element,water
  • get_monster_tech name_variable,monster_id,power,less_than,1.6

get_party_monster

Saves all the iids (party) in variables. Names are saved in game variables: iid_slot_{index}. Where index is the position in the party (the 1st one is 0, 2nd one is 1, etc.)

Parameters

  • npc_slug: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)

Examples

  • get_party_monster
  • get_party_monster npc_maple

get_player_monster

Select a monster in the player party and store its id in a variable.

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

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

  • variable_name: Name of the variable where to store the monster id.
  • filter_name: the name of the first filter (optional)
  • value_name: the actual value to filter (optional)
  • extra: used to filter more (optional)

Examples

  • get_player_monster name_variable
  • get_player_monster name_variable,speed,more_than,50
  • get_player_monster name_variable,level,less_than,15
  • get_player_monster name_variable,shape,serpent
  • get_player_monster name_variable,shape,serpent

give_experience

Gives experience points to the monster.

Parameters

  • variable: Name of the variable where to store the monster id.
  • exp: Name of the variable where to store the experience points or directly the number of points. Negative value will result in 0.

Examples

  • give_experience name_variable,steps_variable"
  • give_experience name_variable,420

info

Records monster's attribute values inside a game variable. It allows to record the monster's owner attribute values too.

Parameters

  • variable: Name of the variable where to store the monster id.
  • attribute: The attribute to check (level, speed, etc.).

Examples

  • info name_variable,level -> if the monster is lv 4, then it'll create a variable called: "info_level:4"
  • info name_variable,owner_steps -> if the owner walked 69 steps, then it'll create a variable called: "info_owner_steps:69"

input_variable

Set a code and checks if it's correct or not. The player's output will be by default lowercase.

Parameters

  • question: 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?"
  • variable: Name of the variable where to store the output.
  • escape: Whether the input can be closed or not. Default False.

Examples

  • input_variable access_code,response_question
  • input_variable access_code,response_question,escape

load_game

Loads the game. If the index parameter is absent, then it'll load slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3)

Parameters

  • index: Selected index. (optional)

Examples

  • load_game (it's going to load slot4.save)
  • load_game 0 (it's going to load slot1.save)

lock_controls

Lock player controls.

Parameters

  • None

Examples

  • lock_controls

menu

Enable/disable one or more menu.

Parameters

  • act: enable or disable
  • menu: specific menu (menu_monster, menu_bag, menu_player, exit, menu_options, menu_save, menu_load, menu_missions) without specification, everything disabled

Examples

  • menu disable,menu_bag

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

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • attribute: Name of the attribute to modify.
  • value: Value of the attribute modifier.

Examples

  • modify_char_attribute character,attribute,value

modify_money

Add or remove an amount of money for a wallet (slug).

Parameters

  • slug: Slug name (e.g. player or NPC, etc.).
  • amount: Amount of money to add/remove (-/+)
  • variable: Name of the variable where to store the amount.

Examples

  • modify_money npc_maple,100
  • modify_money npc_maple,-50
  • modify_money player,,name_variable

modify_monster_bond

Add or remove an amount of money for a wallet (slug).

Parameters

  • variable: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched.
  • amount: An int or float value, if no amount, then default 1 (int).

Examples

  • modify_monster_bond
  • modify_monster_bond name_variable,25
  • modify_monster_bond name_variable,-0.5

modify_monster_health

Modify the hp of a monster in the current player's party.

Parameters

  • variable: Name of the variable where to store the monster id. If no variable 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. A int value, which is the number of HP to be restored to. If no health is specified, the hp is maxed out.

Examples

  • modify_monster_health
  • modify_monster_health ,0.25


modify_monster_stats

Change the stats of a monster in the current player's party.

Parameters

  • variable: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched. (Optional)
  • stat: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional)
  • amount: A/an float/int value, if no amount, then default 1 (+). (Optional)

Examples

  • modify_monster_stats
  • modify_monster_stats ,,0.25
  • modify_monster_stats name_variable,speed,25
  • modify_monster_stats name_variable,dodge,-12
  • modify_monster_stats name_variable,dodge,-0.4

open_shop

Open the shop menu for a NPC.

Parameters

  • npc_slug: Either "player" or npc slug name (e.g. "npc_maple").
  • menu: Either "buy", "sell" or "both". Default is "both". (optional)

Examples

  • open_shop npc_maple

overwrite_tech

Overwrite / replace a technique with another.

Parameters

  • removed: Name of the variable where to store the tech id.
  • added: Slug technique.

Examples

  • overwrite_tech name_variable,peck

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

pathfind_to_player

Pathfind NPC close the player.

Parameters

  • npc_slug: Npc slug name (e.g. "npc_maple").
  • direction: Approaches the player from up, down, left or right.
  • distance: How many tiles (2, 3, 4, etc.)

Examples

  • pathfind_to_player spyder_route2_roddick
  • translated_dialog spyder_route2_roddick1
  • start_battle player,spyder_route2_roddick

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 under resources/animations/tileset.
  • duration: The amount of time in seconds between each frame.
  • loop: Whether or not to loop the animation. Can be either loop or noloop to loop the animation.
  • position: The position to draw the animation. Can either be an x,y coordinate or npc_slug to draw the animation over the character.

Examples

  • play_map_animation grass,0.1,noloop,player
  • play_map_animation sign01,0.4,loop,33,10

play_music

Plays an audio file.

Parameters

  • filename: Music file to load (slug inside the JSON in db/sound)
  • volume: Number between 0.0 and 1.0. (optional)
  • loop: How many times loop, default forever. (optional)

Examples

  • play_music music_mystic_island

play_sound

Plays a sound file.

Parameters

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

Examples

  • play_sound sound_confirm

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 :

  • variable: Prints out the value of this variable (optional)

Examples

  • print
  • print name_variable

quarantine

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

Parameters

  • value: in or out
  • amount: number of monsters (optional)

Examples

  • quarantine out everything out (player's party -> if full, then box)
  • quarantine out,5 eg. box contains 30 monsters quarantine out,5, it means 5 monsters by random

quit

Completely quit the game.

Parameters

  • None

Examples

  • quit

random_battle

Start random battle with a random npc with a determined number of monster in a certain range of levels.

Parameters

  • nr_txmns: Number of tuxemon (1 to 6).
  • min_level: Minimum level of the party.
  • max_level: Maximum level of the party.

Examples

  • random_battle 6,1,99

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 char_at and char_moved 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

  • encounter_slug: Slug of the encounter list.
  • total_prob: Total sum of the probabilities. (optional)
  • rgb: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)

Examples

  • random_encounter route1
  • random_encounter route1,20

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

  • variable: Name of the variable.
  • lower_bound: Lower bound of range to return an integer between (inclusive)
  • upper_bound: Upper bound of range to return an integer between (inclusive)

Examples

  • random_integer name_variable,1,9

random_item

Pick a random item from a list and add it to the trainer's inventory.

Parameters

  • item_slug: Item name to look up in the item database (multiple items separated by ":").
  • quantity: Quantity of the item to add or to reduce. By default it is 1. (optional)
  • trainer_slug: Slug of the trainer that will receive the item. It defaults to the current player. (optional)

Examples

  • random_item potion:tea:revive (adds 1 potion or tea or revive to the trainer's inventory).
  • random_item potion:tea:revive,2 (adds 2 potions or teas or revives to the trainer's inventory).
  • random_item potion:tea:revive,2,npc_maple (adds 2 potions or teas or revives to the maple's inventory).
  • random_item potion:tea:revive,,npc_maple (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

  • monster_level: Level of the added monster.
  • trainer_slug: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)
  • exp_mod: Experience modifier. (optional)
  • money_mod: Money modifier. (optional)
  • shape: Shape (eg. varmint, brute, etc.). (optional)
  • evo: Stage (eg. basic, stage1, etc.). (optional)

Examples

  • random_monster 10
  • random_monster 10,npc_maple
  • random_monster 10,npc_maple,10,27
  • random_monster 10,npc_maple,10,27,aquatic,basic
  • random_monster 10,npc_maple,,,brute,basic

remove_collision

Removes a collision defined by a specific label.

Parameters :

  • label: Name of the obstacle.

Examples

  • remove_collision obstacle (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 :

  • slug: slug name (e.g. "npc_maple").

Examples

  • remove_contacts npc_maple

remove_monster

Remove a monster from the party if the monster is there.

Parameters

  • variable: Name of the variable where to store the monster id.

Examples

  • get_player_monster name_variable
  • remove_monster name_variable

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

remove_state

Change to the specified state.

Parameters

  • state_name: The state name to switch to (e.g. PCState).
  • optional: Variable related to specific states (eg slug for JournalInfoState).

Examples

  • remove_state (it removes everything, excluding the basic ones)
  • remove_state JournalInfoState (it removes everything, excluding the basic ones)

remove_tech

Remove a specific technique from a specific monster.

Parameters

  • tech_id: Name of the variable where to store the tech id.

Examples

  • remove_tech name_variable

rename_monster

Open the text input screen to rename the monster.

Parameters

  • variable: Name of the variable where to store the monster id.

Examples

  • rename_monster name_variable

rename_player

Open the text input screen to rename the player.

Parameters

  • None

Examples

  • rename_player

rumble

Rumble available controllers with rumble support.

Parameters

  • duration: Time in seconds to rumble for.
  • power: Percentage of power to rumble.

Examples

  • rumble duration,power

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

  • index: Selected index. (optional)

Examples

  • save_game (it's going to save slot4.save)
  • save_game 1 (it's going to save slot2.save)

screen_transition

Fades the screen to black and back over x seconds.

Parameters

  • trans_time: Time in seconds - default 0.3 (optional).
  • rgb: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)

Examples

  • screen_transition 2

set_battle

Append a new element in player.battles.

Parameters

  • fighter: Npc slug name (e.g. "npc_maple").
  • result: One among "won", "lost" or "draw"
  • opponent: Npc slug name (e.g. "npc_maple").

Examples

  • set_battle player,won,npc_maple (player won against npc_maple)

set_bubble

Put a bubble above player sprite.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • bubble: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks

Examples

  • set_bubble spyder_shopassistant (remove bubble NPC)
  • set_bubble spyder_shopassistant,note (set bubble NPC)
  • set_bubble player,note (set bubble player)
  • set_bubble player (remove bubble player)

set_economy

Set the economy (prices of items) of the npc or player.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • economy_slug: Slug of an economy.

Examples

  • set_economy spyder_shopkeeper,spyder_candy_scoop

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

  • kennel: Name of the kennel.
  • visible: true/false.

Examples

  • set_kennel_visible name_kennel,true
  • set_kennel_visible name_kennel,false

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

  • kennel: Name of the kennel.
  • visible: true/false.

Examples

  • set_kennel new_kennel,true

set_layer

Allows to change the color of the transparent layer.

Parameters

  • rgb: color (eg red > 255,0,0,128 > 255:0:0:128) - default transparent

Examples

  • set_layer 255:0:0:128

set_mission

Set mission.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • slug: slug mission
  • operation: add, remove or change
  • status: completed, pending, failed (default pending)

Examples

  • set_mission mission1
  • set_mission mission1,change,completed

set_money

Set an amount of money for a specific slug.

Parameters

  • slug: Slug name (e.g. player or NPC, etc.).
  • amount: Amount of money (>= 0) (default 0)

Examples

  • set_money player
  • set_money player,500

set_monster_attribute

Set the given attribute of the monster to the given value.

Parameters

  • variable: Name of the variable where to store the monster id.
  • attribute: Name of the attribute.
  • value: Value of the attribute.

Examples

  • set_monster_attribute name_variable,name,jimmy (the monster will be named jimmy)

set_monster_flair

Set a monster's flair to the given value.

Parameters

  • variable: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed.
  • category: Category of the monster flair.
  • flair: Name of the monster flair.

Examples

  • get_player_monster name_variable
  • set_monster_flair name_variable,category,flair

set_monster_health

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

Parameters

  • variable: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed. (optional)
  • health: 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)

Examples

  • set_monster_health (heals all the monsters in the party)

or

  • get_player_monster name_variable
  • set_monster_health name_variable,1

set_monster_level

Change the level of a monster in the current player's party.

Parameters

  • variable: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. (optional)
  • levels_added: Number of levels to add. Negative numbers are allowed. Default 1. (optional)

Examples

  • set_monster_level (all the monsters in the party level up by 1)

or

  • get_player_monster name_variable
  • set_monster_level name_variable,1

set_monster_status

Change the status of a monster in the current player's party.

Parameters

  • variable: Name of the variable where to store the monster id. If no variable is specified, all monsters get/lose status.. (optional)
  • status: Inoculated, healthy or infected, default healthy (optional)

Examples

  • set_monster_status (all the monsters in the party lose their status)

or

  • get_player_monster name_variable
  • set_monster_status name_variable,status_blinded

set_char_attribute

Set the given attribute of the character to the given value.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • attribute: Name of the attribute.
  • value: Value of the attribute.

Examples

  • set_char_attribute character,attribute,value

set_party_attribute

Set the given attribute of party's monsters to the given value.

Parameters

  • character: Either "player" or character slug name (e.g. "npc_maple").
  • attribute: Name of the attribute.
  • value: Value of the attribute.

Examples

  • set_party_attribute player,name,jimmy (all the monsters in the party will be named jimmy)

set_party_status

Records important information about all monsters in the party (eg average level of the party, etc.)

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").

Examples

  • set_party_status player

set_player_name

Set player name without opening the input screen.

Parameters

  • choice: Single name or multiple names separated by ":" (random choice). NB: the names must be in the en_US PO file.

Examples

  • set_player_name jimmy
  • set_player_name jimmy:richard:linus (random choice among jimmy, richard and linus)

set_random_variable

Set the key in the player.game_variables dictionary with a random value.

Parameters

  • variable: Name of the variable.
  • values: Multiple values of the variable separated with ":".

Examples

  • set_random_variable alpha,one:two:three (variable "alpha" can be "alpha:one" or "alpha:two" or "alpha:three").

set_template

Switch template (sprite and combat_front).

Please remember that if you change the combat_front, automatically will change the combat_back. 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

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • sprite: must be inside mods/tuxemon/sprites (default = original), eg: adventurer_brown_back.png -> adventurer
  • combat_front: must be inside mods/tuxemon/gfx/sprites/player, eg: adventurer.png -> adventurer (optional)

Examples

  • set_template player,adventurer,adventurer

set_tuxepedia

Set the key and value in the Tuxepedia dictionary.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • monster_slug: Monster slug name (e.g. "rockitten").
  • label: seen / caught

Examples

  • set_tuxepedia player,rockitten,caught

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 the variable_name to set with value.

Examples

  • set_variable battle_won:yes
  • set_variable talked_to_prof:true
  • set_variable environment:grass
  • set_variable whatever:today: whatever stores today's date (use in combination with condition once)

spawn_monster

Breed a new monster. Add a new monster, created by breeding the two given monsters (identified by instance_id, stored in a variable) and adds it to the given character's party (identified by slug). The parents must be in either the trainer's party, or a storage box owned by the trainer.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple"). The one who is going to receive the new born.

Examples

  • spawn_monster

start_battle

Start a battle between two characters and switch to the combat module.

Parameters

  • character1: Either "player" or character slug name (e.g. "npc_maple").
  • character2: Either "player" or character slug name (e.g. "npc_maple").

Examples

  • start_battle player,npc_maple
  • start_battle npc_maple,npc_apple

start_cinema_mode

Start cinema mode by animating black bars to narrow the aspect ratio.

Parameters

  • None

Examples

  • start_cinema_mode

stop_cinema_mode

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

Parameters

  • None

Examples

  • stop_cinema_mode

store_monster

Store a monster in a box. Save the player's monster with the given instance_id to the named storage box, removing it from the player party.

Parameters

  • variable: Name of the variable where to store the monster id.
  • box: An existing box where the monster will be stored. (optional)

Examples

  • get_player_monster name_variable

then:

  • store_monster name_variable

or

  • store_monster name_variable,name_kennel

teleport_faint

Teleport the player to the point in the teleport_faint variable. Usually used to teleport to the last visited Tuxcenter, as when all monsters in the party faint.

Parameters

  • trans_time: Transition time in seconds - default 0.3.

Examples

  • teleport_faint
  • teleport_faint 6.9

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

trading

Select a monster in the player party and trade. It's advisable to use it with the condition not has_monster monster_slug.

Parameters

  • variable: Name of the variable where to store the monster id (removed).
  • added: Slug monster or Name of the variable where to store the monster id (added).

Examples

  • get_player_monster name_variable

then

  • trading name_variable,nut

transfer_money

Transfer money between entities. Both entities needs to have a wallet.

Parameters

  • slug1: Slug name (e.g. NPC, etc.)
  • amount: Amount of money.
  • slug2: Slug name (e.g. NPC, etc.)

Examples

  • transfer_money player,100,npc_mom (player transfers 100 to mom)

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.
  • trans_time: The time in seconds - default 2. (optional)
  • rgb: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)

Examples

  • teleport map2.tmx,1,6,1.5
  • teleport room1.tmx,8,1,4

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

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

  • text: The msgid in the PO file.
  • avatar: 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.
  • style: a predefined style in db/dialogue/dialogue.json

Examples

  • translated_dialog msgid

unlock_controls

Unlock player controls

Parameters

  • None

Examples

  • unlock_controls

update_tile_properties

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

Parameters

  • label: Name of the property
  • moverate: Value of the moverate (eg 1 equal moverate, default 1)

Examples

  • update_tile_properties surfable,0.5

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

wild_encounter

Start an encounter with a single wild monster.

Parameters

  • monster_slug: Monster slug.
  • monster_level: Level of monster.
  • exp_mod: Experience modifier. (optional)
  • mon_mod: Money modifier. (optional)
  • env: Environment (grass default) -> Battle Terrain (optional)
  • rgb: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)

Examples

  • wild_encounter rockitten,5
  • wild_encounter rockitten,5,2,2,desert

withdraw_monster

Pull a monster from the given trainer's storage and puts it in their party.

Parameters

  • variable: Name of the variable where to store the monster id.
  • character: Either "player" or npc slug name (e.g. "npc_maple"). The one who is going to receive the monster.

Examples

  • get_player_monster name_variable

then

  • withdraw_monster name_variable

or

  • withdraw_monster name_variable,npc_maple

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: is variable_set name_variable:result_variable

Battle related

  • battle_last_monster_name name of the last monster fought.
  • battle_last_monster_level level of the last monster fought.
  • battle_last_monster_type type of the last monster fought.
  • battle_last_monster_category category of the last monster fought.
  • battle_last_monster_shape shape of the last monster fought.

trainer battles:

  • battle_last_trainer slug of the last trainer fought

battles PC vs NPC (eg player vs npc_maple or npc_maple vs player)

  • battle_last_result: the result can be won or draw

battles NPC vs NPC (eg npc_maple vs npc_apple) or PC vs NPC (eg player vs npc_maple or npc_maple vs player)

  • battle_last_loser slug of the last trainer fought ("player" for the player)
  • battle_last_winner slug of the last trainer fought ("player" for the player)

Time related

  • weekday tracks the day of the week (Monday, Tuesday, etc.)
  • hour tracks the hour
  • day_of_year tracks the days in a year (1 to 365/366)
  • year tracks the year
  • leap_year the result can be true or false
  • daytime the result can be true or false (true between from 06:00 to 18:00, false during the rest of the day).
  • stage_of_day the result can be dawn (from 4 to 8), morning (from 8 to 12), afternoon (from 12 to 16), dusk (from 16 to 20) or night (from 20 to 04).
  • season the result can be winter, spring, summer or autumn

Campaign related

  • gender_choice the result can be gender_male or gender_female, depending on the player's choice at the beginning. Useful to create different events for gender.

Party related (monsters)

  • party_level_lowest the result shows the lowest level in the player's party (weakest monster).
  • party_level_highest the result shows the highest level in the player's party (strongest monster).
  • party_level_average 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:

  • is variable_set battle_last_result:won

or

  • is variable_set battle_last_result:lost

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):

  • is variable_set day_of_year:146
  • is variable_set leap_year:true

or

  • is variable_set day_of_year:145
  • is variable_set leap_year:false

but if the specific date is before (included) the 28th February (day nr 59):

  • is variable_set day_of_year:59

Season

Let's say you want to grant access to a location only in summer:

  • is variable_set season:summer

Stage of the day

Let's say you want to block the access during the night:

  • not variable_set stage_of_day:night

while if you want to grant the access only during the night:

  • is variable_set stage_of_day:night

Steps Countdown

Let's say you want to trigger an event after 1234 steps:

  • set_variable steps_whatever:1234

steps_ followed by your variable whatever.

  • is variable_is steps_whatever,equals,0.0: Checking for the results, separate event.

Note: you can replace equals with: less_than, less_or_equal, greater_than, greater_or_equal, and not_equals.

Trading

Let's say you want to set up and event for trading monsters. You need 3 events after creating the NPC in map.

  • monster1 (monster desired by the NPC)
  • monster2 (monster the NPC wants to trade in exchange)

1st: if the player has the monster

   <property name="act10" value="translated_dialog dialog_npc1"/>
   <property name="act20" value="translated_dialog_choice yes:no,npc_willtrade"/>
   <property name="behav10" value="talk npc_slug"/>
   <property name="cond10" value="is has_monster player,monster1"/>
   <property name="cond20" value="not variable_set npc_hastraded:yes"/>

2nd: if the player hasn't the monster

   <property name="act10" value="translated_dialog dialog_npc1"/>
   <property name="act20" value="translated_dialog dialog_npc_nomonster1"/>
   <property name="behav10" value="talk npc_slug"/>
   <property name="cond10" value="not has_monster player,monster1"/>
   <property name="cond20" value="not variable_set npc_hastraded:yes"/>

3rd: trading part

   <property name="act10" value="translated_dialog dialog_npc_willtrade"/>
   <property name="act20" value="get_player_monster name_variable"/>
   <property name="act30" value="trading name_variable,traded_monster"/>
   <property name="act40" value="set_variable npc_hastraded:yes"/>
   <property name="cond10" value="is has_monster player,monster1"/>
   <property name="cond20" value="is variable_set npc_willtrade"/>
   <property name="cond30" value="not variable_set npc_hastraded"/>

Get Party Monster

Let's say you want to add a tech to a monster (NPC). Eg. the NPC Rockitten needs to know Canine, but Rockitten is the 4th monster (equal to 3rd slot).

   <property name="act10" value="add_monster rockitten,20,npc_slug,27,10"/>
   <property name="act20" value="add_monster vivipere,20,npc_slug,27,10"/>
   <property name="act30" value="add_monster budaye,20,npc_slug,27,10"/>
   <property name="act40" value="add_monster rockitten,20,npc_slug,27,10"/>
   <property name="act50" value="add_monster nut,20,npc_slug,27,10"/>
   <property name="act60" value="get_party_monster npc_slug"/>
   <property name="act70" value="add_tech iid_slot_3,canine"/> ---> iid_slot_3 followed by Canine
   <property name="act80" value="start_battle player,npc_slug"/>

Battle Among NPCs (the player watches without interacting)

(eg npc_maple vs npc_apple)

   <property name="act10" value="create_npc npc_maple,0,7,stand"/>
   <property name="act20" value="create_npc npc_apple,0,8,stand"/>
   <property name="act30" value="add_monster chloragon,3,npc_maple"/>
   <property name="act40" value="add_monster rockitten,3,npc_apple"/>
   <property name="act50" value="start_battle npc_maple,npc_apple"/>

separate event, multiple endings, if npc_maple wins

   <property name="cond1" value="is variable_set battle_last_winner:npc_maple"/>

separate event, multiple endings, if npc_apple wins

   <property name="cond1" value="not variable_set battle_last_winner:npc_maple"/>

separate event, multiple endings, if no-one wins

   <property name="cond1" value="is variable_set battle_last_result:draw"/>