Difference between revisions of "Event Reference"

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== Condition Reference ==
== 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''':
[[Event Reference Condition]]
 
=== battle_is ===
Check to see if the player has fought against NPC and won, lost or draw.
 
'''Parameters'''
* <code>character</code>: Npc slug name (e.g. "npc_maple").
* <code>result</code>: One among "won", "lost" or "draw".
 
'''Examples'''
* <code>is battle_is npc_maple,won</code> 
 
=== button_pressed ===
Check to see if a particular key has been pressed. E.g. <code>K_RETURN</code>.
 
'''Parameters'''
* <code>key</code>: A pygame key constant such as <code>K_RETURN</code>. For a list of all possible keys, refer to the [https://www.pygame.org/docs/ref/key.html Pygame Key Page]
 
'''Examples'''
* <code>is button_pressed K_RETURN</code> 
* <code>is button_pressed K_ESCAPE</code> 
* <code>not button_pressed K_SPACE</code>
 
=== combat_started ===
Check to see if combat has currently started.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>is combat_started</code>
 
=== dialog_open ===
Check to see if a dialog window is currently open.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>is dialog_open</code> 
* <code>not dialog_open</code>
 
=== has_item ===
Check to see if a NPC inventory contains something.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>item</code>: The item slug name (e.g. "item_cherry").
* <code>operator</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'''
* <code>is has_item player,potion</code>
* <code>is has_item player,potion,greater_than,2</code>
 
=== has_monster ===
Checks to see the player has a monster in his party.
 
'''Parameters'''
* <code>monster_slug</code>: The slug of the monster to check for.
 
'''Examples'''
* <code>is has_monster txmn_pigabyte</code>
 
=== has_party_breeder ===
Check to see if the player has a male and female monster in the party (monster not basic, basic is the first step in the evolution stage).
 
'''Examples'''
* <code>is has_party_breeder</code>
 
=== has_tech ===
Check to see if the player has a technique in his party (one of the monsters).
 
'''Parameters'''
* <code>technique</code>: Technique slug name (e.g. "bullet").
 
'''Examples'''
* <code>is has_tech bullet</code>
 
=== money_is ===
Check to see if the player has a certain amount of money (pocket).
 
'''Parameters'''
* <code>slug</code>: Slug name (player).
* <code>operator</code>: One of "==", "!=", ">", ">=", "<" or "<=".
* <code>amount</code>: Amount of money.
 
'''Examples'''
* <code>is money_is player,>=,500</code>
 
=== monster_flair ===
Check to see if the given monster flair matches the expected value.
 
'''Parameters'''
* <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'''
* <code>to be defined</code>
 
=== monster_property ===
Check to see if a monster property or condition is as asked.
 
'''Parameters'''
* <code>slot</code>: Position of the monster in the player monster list.
* <code>property</code>: Property of the monster to check (e.g. "level"). Valid values are: name, level, level_reached, type, category and shape.
* <code>value</code>: Value to compare the property with.
 
'''Examples'''
* <code>is monster_property 1,level,15</code>
 
=== music_playing ===
Check to see if the specified music file is currently playing.
 
'''Parameters'''
* <code>music_file</code>: The music file to check.
 
'''Examples'''
* <code>is music_playing 472452_8-Bit-Ambient.ogg</code> 
 
=== npc_at ===
Check to see if the npc is inside the event's area. This event will check the event object's <code>X</code>, <code>Y</code>, <code>Width</code>, and <code>Height</code> properties and checks to see if the npc is within those bounds. That includes event areas that are greater than one tile in size. You can optionally include an <code>x,y</code> parameter to specify a single tile location.
 
'''Parameters'''
* <code>name</code>: The name of the NPC.   
* <code>x</code>: X tile coordinates that the player is at (optional) 
* <code>y</code>: Y tile coordinate that the player is at (optional)
 
'''Examples'''
* <code>is npc_at Maple</code> 
* <code>is npc_at Maple,4,3</code>
 
=== npc_exists ===
Check to see if an NPC exists on the current map with <code>npc_name</code>.
 
'''Parameters'''
* <code>npc_name</code>: The name of the NPC on the current map.
 
'''Examples'''
* <code>not npc_exists Apple</code>
 
=== npc_facing_tile ===
Check to see if the npc is facing a particular tile. This event will check the event object's <code>X</code>, <code>Y</code> coordinates for the tile to check for.
 
'''Parameters'''
* <code>name</code>: The name of the NPC.   
 
'''Examples'''
* <code>is npc_facing_tile Maple</code> 
 
=== npc_facing ===
Check to see if the npc is facing: <code>up</code>, <code>down</code>, <code>left</code> or <code>right</code>.
 
'''Parameters'''
* <code>name</code>: The name of the NPC.   
* <code>direction</code>: Direction to check for: (<code>up</code>, <code>down</code>, <code>left</code>, <code>right</code>)
 
'''Examples'''
* <code>is npc_facing Maple,up</code> 
* <code>not npc_facing Maple,down</code>
 
=== party_size ===
Perform a check on the player's party size. The <code>check</code> parameter can be: <code>equals</code>, <code>less_than</code>, or <code>greater_than</code>.
 
'''Parameters'''
* <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>party_size</code>: The size of the party to check against.
 
'''Examples'''
* <code>is party_size less_than,1</code> 
* <code>not party_size equals,0</code> 
* <code>is party_size greater_than,4</code>
 
=== player_at ===
Check to see if the player is inside the event's area. This event will check the event object's <code>X</code>, <code>Y</code>, <code>Width</code>, and <code>Height</code> properties and checks to see if the player is within those bounds. That includes event areas that are greater than one tile in size. You can optionally include an <code>x,y</code> parameter to specify a single tile location.
 
'''Parameters'''
* <code>x</code>: X tile coordinates that the player is at (optional) 
* <code>y</code>: Y tile coordinate that the player is at (optional)
 
'''Examples'''
* <code>is player_at</code> 
* <code>is player_at 4,3</code>
 
=== player_defeated ===
Check to see the player has at least one tuxemon, and all tuxemon in their party are defeated.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>is player_defeated</code>
 
=== player_facing_npc ===
Check to see if the player is facing an NPC with the name <code>npc_name</code>.
 
'''Parameters'''
* <code>npc_name</code>: The name of the NPC on the current map.
 
'''Examples'''
* <code>is player_facing_npc Apple</code>
 
=== player_facing_tile ===
Check to see if the player is facing a particular tile. This event will check the event object's <code>X</code>, <code>Y</code> coordinates for the tile to check for.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>is player_facing_tile</code> 
 
=== player_facing ===
Check to see where an NPC is facing.
 
'''Parameters''' 
* <code>direction</code>: One of "up", "down", "left" or "right".
 
'''Examples'''
* <code>is player_facing right</code>
 
=== player_moved ===
Check to see the player has just moved into this tile. Using this condition will prevent a condition like "player_at" from constantly being true every single frame. Check if player destination collides with event, if it collides, wait until destination changes. It become True after collides and destination has changed. These rules ensure that the event is true once player in in the tile and is only true once.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>is player_moved</code>
 
=== to_talk ===
Check if we are attempting interact with a map condition tile.
 
'''Parameters'''
* <code>character</code>: Npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>is to_talk npc_maple</code>
 
=== to_use_tile ===
Check if we are attempting interact with a map condition tile.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>is to_use_tile</code>
 
=== true ===
The <code>true</code> condition will always evaluate to *True* (unless the "not" operator is used)
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>is true</code> 
* <code>not true</code>
 
=== tuxepedia_is ===
Check to see if the player has seen or caught a monster.
 
'''Parameters'''
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
* <code>string</code>: seen / caught
 
'''Examples'''
* <code>is tuxepedia_is rockitten,seen</code>
 
=== variable_is ===
Check an operation over a variable.
 
'''Parameters'''
* <code>value1</code>: Either a variable or a number.
* <code>operation</code>: One of "==", "!=", ">", ">=", "<" or "<=".
* <code>value2</code>: Either a variable or a number.
 
'''Examples'''
* <code>is variable_is [value1],>=,[value2]</code>
 
=== variable_set ===
Check to see if <code>variable_name</code> has been set to <code>value</code>.
 
'''Parameters'''
* <code>variable_name:value</code>: A key, value pair of the variable to look up and the expected value.
 
'''Examples'''
* <code>is variable_set battle_won:yes</code> 
* <code>not variable_set current_badges:4</code> 
* <code>is variable_set talked_to_prof:false</code>


== Action Reference ==
== 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''':
[[Event Reference Action]]
 
=== add_contacts ===
Add contact to the app (Nu Phone). The slug must have the msgid inside the PO.
 
'''Parameters'''
* <code>slug</code>: slug name (e.g. "npc_maple").
* <code>phone_number</code>: 3 digits
 
'''Examples'''
* <code>add_contacts npc_maple,123</code>
 
=== add_item ===
Add the specified item to the player's inventory.
 
'''Parameters'''
* <code>item_name</code>: The name of the item to add as defined in the monster JSON under <code>resources/db/item</code>. 
 
'''Examples'''
* <code>add_item hatchet</code>
 
=== add_monster ===
Add the specified monster to the player's party.
 
'''Parameters'''
* <code>monster_slug</code>: Monster slug to look up in the monster database.
* <code>monster_level</code>: Level of the added monster.
* <code>trainer_slug</code>: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>money_mod</code>: Money modifier. (optional)
 
'''Examples'''
* <code>add_monster fruitera,10</code>
* <code>add_monster fruitera,10,npc_maple,10,27</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 ===
Select a monster in the player party filtered by gender and store its id in a variables (breeding_father or breeding_mother)
 
'''Parameters''' 
* <code>gender</code>: Gender (male or female).
 
'''Examples'''
* <code>breeding male</code>
* <code>breeding female</code>
 
=== 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'''
* <code>event_id</code>: The id of the event whose actions should be executed. 
 
'''Examples''' 
* <code>call_event 11</code>   
* <code>call_event 8</code>
 
=== change_state ===
Change to the specified state.
 
'''Parameters''' 
* <code>state_name</code>: The state name to switch to (e.g. PCState).
 
'''Examples'''
* <code>change_state PCState</code>
 
=== 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''' 
* <code>kennel</code>: The kennel to clear.
* <code>transfer</code>: The kennel to transfer the monsters. (optional)
 
'''Examples'''
* <code>clear_kennel name_kennel, new_kennel</code>
 
=== clear_tuxepedia ===
Clear the key and value in the Tuxepedia dictionary.
 
'''Parameters''' 
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
 
'''Examples'''
* <code>clear_tuxepedia rockitten</code>
 
=== clear_variable ===
Clear the value of a variable from the game.
 
'''Parameters'''  :
* <code>variable</code>: The variable to clear.
 
'''Examples'''
* <code>clear_variable name_variable</code>
 
=== copy_variable ===
Copy the value of var2 into var1 (e.g. var1 = var 2).
 
'''Parameters'''  :
* <code>var1</code>: The variable to copy to.
* <code>var2</code>: The variable to copy from.
 
'''Examples'''
* <code>copy_variable new_variable,old_variable</code>
 
=== create_npc ===
Creates an NPC and places them on the current map.
 
'''Parameters'''
* <code>name</code>: The name of the NPC to create. This NPC should exist in <code>resources/db/npc</code> in JSON format. 
* <code>tile_pos_x</code>: The X-tile coordinate to place the NPC. 
* <code>tile_pos_y</code>: The Y-tile coordinate to place the NPC. 
* <code>animations</code>: The name of the sprite to use for the animations in <code>resources/sprites</code>. 
* <code>behavior</code>: The NPC's movement behavior. Currently not implemented. 
 
'''Examples'''
* <code>create_npc Maple,2,3,maple,wander</code> 
* <code>create_npc Pine,1,6,maple,stand</code>
 
=== delayed_teleport ===
Set teleport information. Teleport will be triggered during screen transition. Only use this if followed by a transition.
 
'''Parameters'''
* <code>map_name</code>: Name of the map to teleport to.
* <code>position_x</code>: X position to teleport to.
* <code>position_y</code>: Y position to teleport to.
 
'''Examples'''
* <code>delayed_teleport cotton_town,10,10</code>
 
=== dialog_chain ===
Deprecated. Use [#dialog dialog]
 
=== 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'''
* <code>text</code>: The text to display in a dialog window.
 
'''Examples'''
* <code>dialog Red:\n This is some dialog!</code> 
* <code>dialog $<nowiki>{{</nowiki>name<nowiki>}}</nowiki>:\n Hello there! \nHow are you?</code> 
 
=== fadeout_music ===
Fades out music over <code>x</code> milliseconds.
 
'''Parameters'''
* <code>time_seconds</code>: Time in milliseconds to fade out the currently playing music.
 
'''Examples'''
* <code>fadeout_music 2</code>
 
=== get_player_monster ===
Select a monster in the player party and store its id in a variable.
 
'''Parameters'''
* <code>variable_name</code>: Name of the variable where to store the monster id.
 
'''Examples'''
* <code>get_player_monster name_variable</code>
 
=== kennel_print ===
Print all the kennels or one. It returns <name, qty, visible/hidden>, where *qty = number of monsters inside.
 
'''Parameters'''
* <code>kennel</code>: Name of the kennel. (optional)
 
'''Examples'''
* <code>kennel_print</code>
* <code>kennel_print name_kennel</code>
 
=== lock_controls ===
Lock player controls.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>lock_controls</code>
 
=== modify_npc_attribute ===
Modify the given attribute of the npc by modifier. By default this is achieved via addition, but prepending a '%' will cause it to be multiplied by the attribute.
 
'''Parameters'''
* <code>npc_slug</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'''
* <code>modify_npc_attribute npc_slug,attribute,value</code>
 
=== modify_player_attribute ===
Modify the given attribute of the player character by modifier. By default this is achieved via addition, but prepending a '%' will cause it to be multiplied by the attribute.
 
'''Parameters'''
* <code>attribute</code>: Name of the attribute to modify.
* <code>value</code>: Value of the attribute modifier.
 
'''Examples'''
* <code>modify_player_attribute attribute,value</code>
 
=== money_print ===
Print the current value of money dictionary to the console. If no entity is specified, print out values of all money dictionary.
 
'''Parameters'''
* <code>slug</code>: Slug name (e.g. player or NPC, etc.). (optional)
 
'''Examples'''
* <code>money_print</code>
* <code>money_print player</code>
 
=== npc_face ===
Makes the npc face a particular direction. Parameter can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.
 
'''Parameters'''
* <code>name</code>: The name of the npc.   
* <code>direction</code>: Direction to make the player face. Can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.
 
'''Examples'''
* <code>npc_face Maple,left</code> 
* <code>npc_face Pine,up</code>
 
=== npc_move ===
Determines the NPC's movement behaviour.
 
'''Parameters'''
* <code>name</code>: The name of the npc. 
 
'''Examples'''
* <code>npc_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1</code> 
 
=== npc_run ===
Sets the NPC's speed to the universal run speed. 
 
'''Parameters'''
* <code>name</code>: The name of the npc. 
 
'''Examples'''
* <code>npc_run npc_mom</code>
 
=== npc_speed ===
Sets the NPC's walk speed.
 
'''Parameters'''
* <code>name</code>: The name of the npc. 
 
'''Examples'''
* <code>npc_speed npc_mom, 0.2</code>
 
=== npc_walk ===
Sets the NPC's speed to the universal walk speed.
 
'''Parameters'''
* <code>name</code>: The name of the npc. 
 
'''Examples'''
* <code>npc_walk npc_mom</code>
 
=== npc_wander ===
Sets the NPC's behaviour to wander about instead of stand in place.
 
'''Parameters'''
* <code>name</code>: The name of the npc. 
 
'''Examples'''
* <code>npc_wander npc_mom</code>
 
=== open_shop ===
Open the shop menu for a NPC.
 
'''Parameters'''
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>menu</code>: Either "buy", "sell" or "both". Default is "both". (optional)
 
'''Examples'''
* <code>open_shop npc_maple</code>
 
=== pathfind ===
Moves an NPC to a certain tile on the map.
 
'''Parameters'''
* <code>name</code>: The name of the NPC to be moved.
* <code>tile_pos_x</code>: The X-tile coordinate to have the NPC to walk to. 
* <code>tile_pos_y</code>: The Y-tile coordinate to have the NPC to walk to.   
 
'''Examples'''
* <code>pathfind Maple,2,3</code>
* <code>pathfind Pine,1,6</code>
 
=== pause_music ===
Pauses the currently playing music.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>pause_music</code>
 
=== play_map_animation ===
Plays an animation on the map. The <code>position</code> parameter can also be <code>player</code> if you want to draw the animation at the player's location. Loop can be either <code>loop</code> or <code>noloop</code>.
 
'''Parameters'''
* <code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>. 
* <code>duration</code>: The amount of time in seconds between each frame. 
* <code>loop</code>: Whether or not to loop the animation. Can be either <code>loop</code> or <code>noloop</code> to loop the animation. 
* <code>position</code>: The position to draw the animation. Can either be an <code>x,y</code> coordinate or <code>player</code> to draw the animation over the player.
 
'''Examples'''
* <code>play_map_animation grass,0.1,noloop,player</code> 
* <code>play_map_animation sign01,0.4,loop,33,10</code>
 
=== play_music ===
Plays an audio file located under "music/" on a loop.
 
'''Parameters'''
* <code>filename</code>: The name of the music file to play under "music/" 
 
'''Examples'''
* <code>play_music 472452_8-Bit-Ambient.ogg</code>
 
=== play_sound ===
Plays an audio file located under "sounds/".
 
'''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'''
* <code>None</code> 
 
'''Examples'''
* <code>player_stop</code> 
 
=== print ===
Print the current value of a game variable to the console. If no variable is specified, print out values of all game variables.
 
'''Parameters''' :
* <code>variable</code>: Prints out the value of this variable (optional)
 
'''Examples'''
* <code>print</code> 
* <code>print name_variable</code> 
 
=== quit ===
Completely quit the game.
 
'''Parameters'''
* <code>None</code> 
 
'''Examples'''
* <code>quit</code> 
 
=== random_battle ===
Start random battle with a random npc with a determined number of monster in a certain range of levels.
 
'''Parameters'''
* <code>nr_txmns</code>: Number of tuxemon (1 to 6).
* <code>min_level</code>: Minimum level of the party.
* <code>max_level</code>: Maximum level of the party.
 
'''Examples'''
* <code>random_battle 6,1,99</code>
 
=== random_encounter ===
Randomly start a battle based on the encounter group looked up via the <code>encounter_id</code>. Encounter groups contain a list of monsters that can be encountered as well as their level and encounter rate. In most circumstances you will pair this action with the <code>player_at</code> and <code>player_moved</code> conditions.
 
Here is an example encounter file:
 
''resources/db/encounter/1.json'' 
 
    json
    {
    "id": 1,
    "monsters": [
        {
            "monster_slug": "bigfin",
            "encounter_rate": 10,
            "level_range": [
                1,
                6
            ]
        },
        {
            "monster_slug": "dandylion",
            "encounter_rate": 10,
            "level_range": [
                1,
                6
            ]
        },
        {
            "monster_slug": "tux",
            "encounter_rate": 10,
            "level_range": [
                1,
                6
            ]
        }
    ]
    }
 
'''Parameters'''
* <code>encounter_id</code>: The id of the encounter JSON file to use for random battles under <code>resources/db/encounter</code>.
* <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).
 
'''Examples'''
* <code>random_encounter route1</code>
* <code>random_encounter route1,20</code>
 
=== random_integer ===
Randomly choose an integer between 2 numbers (inclusive), and set the key in the player.game_variables dictionary to be this value. For example, 'random_integer xyz,1,6' will set the value of the game variable 'xyz' to be either 1, 2, 3, 4, 5, or 6.
 
'''Parameters'''
* <code>variable</code>: Name of the variable.
* <code>lower_bound</code>: Lower bound of range to return an integer between (inclusive)
* <code>upper_bound</code>: Upper bound of range to return an integer between (inclusive)
 
'''Examples'''
* <code>random_integer name_variable,1,9</code>
 
=== random_monster ===
Add a random monster to the specified trainer's party.
 
'''Parameters'''
* <code>monster_level</code>: Level of the added monster.
* <code>trainer_slug</code>: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>money_mod</code>: Money modifier. (optional)
 
'''Examples'''
* <code>random_monster 10</code>
* <code>random_monster 10,npc_maple</code>
* <code>random_monster 10,npc_maple,10,27</code>
 
=== remove_contacts ===
Remove contact from the app (Nu Phone).
 
'''Parameters''' :
* <code>slug</code>: slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>remove_contacts npc_maple</code>
 
=== remove_monster ===
Removes the specified monster from the player's party.
 
'''Parameters'''
* <code>monster_slug</code>: The slug of the monster to remove as defined in the monster JSON under <code>resources/db/monster</code>. 
 
'''Examples'''
* <code>remove_monster fruitera</code>
 
=== remove_npc ===
Removes an NPC from the current map.
 
'''Parameters'''
* <code>name</code>: The name of the NPC to remove. 
 
'''Examples'''
* <code>remove_npc Maple</code> 
* <code>remove_npc Pine</code>
 
=== rename_monster ===
Open the monster menu and text input screens to rename a selected monster.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>rename_monster</code> 
 
=== rename_player ===
Open the text input screen to rename the player.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>rename_player</code> 
 
=== rumble ===
Rumble available controllers with rumble support.
 
'''Parameters'''
* <code>duration</code>: Time in seconds to rumble for.
* <code>power</code>: Percentage of power to rumble.
 
'''Examples'''
* <code>rumble duration,power</code> 
 
=== screen_transition ===
Fades the screen to black and back over <code>x</code> seconds.
 
'''Parameters'''
* <code>transition_time</code>: Time in seconds to fade the screen to black.
 
'''Examples'''
* <code>screen_transition 2</code>
 
=== set_battle ===
Set the key in the player.battle_history dictionary.
 
'''Parameters'''
* <code>character</code>: Npc slug name (e.g. "npc_maple").
* <code>result</code>: One among "won", "lost" or "draw"
 
'''Examples'''
* <code>set_battle npc_maple,won</code>
 
=== set_code ===
Set a code and checks if it's correct or not. Case Sensitive: ATTENTION and AtTenTION are two different words.
 
'''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>answer</code>: The right answer to the question.
* <code>variable</code>: Where the result (right/wrong) is saved.
 
'''Examples'''
* <code>set_code access_code,joke,name_variable</code>
 
=== set_economy ===
Set the economy (prices of items) of the npc or player.
 
'''Parameters'''
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>economy_slug</code>: Slug of an economy.
 
'''Examples'''
* <code>set_economy spyder_shopkeeper,spyder_candy_scoop</code>
 
=== set_kennel_visible ===
Set the kennel visible or hidden.
 
From hidden to visible: set_kennel_visible name_kennel,true
From visible to hidden: set_kennel_visible name_kennel,false
 
'''Parameters'''
* <code>kennel</code>: Name of the kennel.
* <code>visible</code>: true/false.
 
'''Examples'''
* <code>set_kennel_visible name_kennel,true</code>
* <code>set_kennel_visible name_kennel,false</code>
 
=== set_kennel ===
Create a new kennel. If the kennel is visible, then it's advisable to create a msgid in the en_US PO file.
 
msgid "kennel_name"
msgstr "Kennel Name"
 
'''Parameters'''
* <code>kennel</code>: Name of the kennel.
* <code>visible</code>: true/false.
 
'''Examples'''
* <code>set_kennel new_kennel,true</code>
 
=== set_money ===
Set the key and value in the money dictionary. It'll reset the previous amount.
 
'''Parameters'''
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>amount</code>: Amount of money
 
'''Examples'''
* <code>set_money player,500</code>
 
=== set_monster_flair ===
Set a monster's flair to the given value.
 
'''Parameters'''
* <code>slot</code>: Slot of the monster in the party.
* <code>category</code>: Category of the monster flair.
* <code>flair</code>: Name of the monster flair.
 
'''Examples'''
* <code>set_monster_flair 1,category,flair</code>
 
=== set_monster_health ===
Changes the hp of a monster in the current player's party. The action parameters may contain a monster slot and the amount of health.
 
'''Parameters'''
* <code>slot</code>: The slot the monster appears in. If no slot is specified, all monsters are healed.
* <code>health</code>: A float value between 0 and 1, which is the percent of max hp to be restored to. If no health is specified, the hp is maxed out.
 
'''Examples'''
* <code>set_monster_health 1,1</code>
=== set_monster_level ===
Changes the level of a monster in the current player's party.
 
'''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 ===
Change the level of a monster in the current player's party.
 
'''Parameters'''
* <code>level</code>: Number of levels to add. Negative numbers are allowed.
* <code>slot</code>: Slot of the monster in the party. If no slot is specified, all monsters are leveled. (optional)
 
'''Examples'''
* <code>set_monster_status 5,1</code>
 
=== set_monster_status ===
Change the status of a monster in the current player's party.
 
'''Parameters'''
* <code>slot</code>: Slot of the monster in the party. If no slot is specified, all monsters are modified. (optional)
* <code>status</code>: Status to set. If no status is specified, the status is cleared.
 
'''Examples'''
* <code>set_monster_status 1,status_blinded</code>
 
=== set_npc_attribute ===
Set the given attribute of the npc to the given value.
 
'''Parameters'''
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.
 
'''Examples'''
* <code>set_player_attribute npc_maple,attribute,value</code>
 
=== set_player_attribute ===
Set the given attribute of the player character to the given value.
 
'''Parameters'''
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.
 
'''Examples'''
* <code>set_player_attribute attribute,value</code>
 
=== set_player_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'''
* <code>sprite</code>: must be inside mods/tuxemon/sprites, eg: adventurer_brown_back.png -> adventurer
* <code>combat_front</code>: must be inside mods/tuxemon/gfx/sprites/player, eg: adventurer.png -> adventurer (optional)
 
'''Examples'''
* <code>set_player_template adventurer,adventurer</code>
 
=== set_tuxepedia ===
Set the key and value in the Tuxepedia dictionary.
 
'''Parameters'''
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
* <code>string</code>: seen / caught
 
'''Examples'''
* <code>set_tuxepedia rockitten,caught</code>
 
=== 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 [[:Category:Environment|environment]].
 
'''Parameters'''
* <code>variable_name:value</code>: A key, value pair of the <code>variable_name</code> to set with <code>value</code>. 
 
'''Examples'''
* <code>set_variable battle_won:yes</code> 
* <code>set_variable talked_to_prof:true</code>
* <code>set_variable environment:grass</code>
 
=== 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'''
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>spawn_monster</code> 
 
=== start_battle ===
Start a battle with an NPC defined in <code>resources/db/npc</code>.
 
Here is an example NPC file:
 
''resources/db/npc/maple.json'' 
 
    json
    {
    "monsters": [
        {
            "attack": 50,
            "defense": 7,
            "name": "Snowball",
            "special_attack": 9,
            "level": 5,
            "monster_slug": 1,
            "hp": 50,
            "speed": 7,
            "special_defense": 7,
            "exp_give_mod": 3,
            "exp_req_mod": 27
        }
    ],
    "id": 1,
    "name": "Maple"
    }
 
'''Parameters'''
* <code>npc_slug</code>: The NPC's slug as defined in the NPC's JSON file in <code>resources/db/npc</code>.
 
'''Examples'''
* <code>start_battle npc_maple</code>
 
=== start_cinema_mode ===
Start cinema mode by animating black bars to narrow the aspect ratio.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>start_cinema_mode</code>
 
=== stop_cinema_mode ===
Stop cinema mode by animating black bars back to the normal aspect ratio.
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>stop_cinema_mode</code>
 
=== 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'''
* <code>monster_id</code>: Id of the monster to store.
* <code>box</code>: An existing box where the monster will be stored. (optional)
 
'''Examples'''
* <code>store_monster name_variable</code> 
* <code>store_monster name_variable,name_kennel</code> 
 
=== 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'''
* <code>None</code>
 
'''Examples'''
* <code>teleport_faint</code>
 
=== teleport ===
Teleports the player to a given position on a map. This teleport is immediate and does not have any transition animation.
 
'''Parameters'''
* <code>map_name</code>: The map file 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.
 
'''Examples'''
* <code>teleport map1.tmx,3,4</code> 
* <code>teleport room1.tmx,8,1</code>
 
=== transfer_money ===
Performs a mathematical transaction on the player's money.
 
'''Parameters'''
* <code>transaction</code>: Operator symbol.
* <code>amount</code>: Amount of money.
* <code>slug</code>: Slug name (e.g. NPC, etc.) (optional)
 
'''Examples'''
* <code>transfer_money +,100,npc_mom</code> (player gets 100 from mom)
* <code>transfer_money -,100,npc_mom</code> (mom gets 100 from player)
* <code>transfer_money +,100</code> (player gets 100)
 
=== transition_teleport ===
Teleports the player to a given position on a map with a screen transition over <code>x</code> seconds.
 
'''Parameters'''
* <code>map_name</code>: The map file 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>transition_time</code>: The time in seconds the transition will last.
 
'''Examples'''
* <code>teleport map2.tmx,1,6,1.5</code> 
* <code>teleport room1.tmx,8,1,4</code>
 
=== translated_dialog_chain ===
Deprecated. Use [#translated_dialog translated_dialog]


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


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


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


=== translated_dialog ===
=== Battle related ===
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:
* <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>$<nowiki>{{</nowiki>name<nowiki>}}</nowiki></code> - The current player's name.
* <code>battle_last_monster_type</code> type of the last monster fought.
* <code>battle_last_monster_category</code> category of the last monster fought.
* <code>battle_last_monster_shape</code> shape of the last monster fought.


'''Parameters'''
trainer battles:
* <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>battle_last_trainer</code> slug of the last trainer fought
* <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>.
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)


'''Examples'''
=== Time related ===
* <code>translated_dialog received_x,name=a brand new car!</code>
* <code>weekday</code> tracks the day of the week (Monday, Tuesday, etc.)
* <code>translated_dialog received_x,name=item_potion</code>
* <code>hour</code> tracks the hour
* <code>translated_dialog combat_fainted,name=$<nowiki>{{</nowiki>name<nowiki>}}</nowiki></code>
* <code>day_of_year</code> tracks the days in a year (1 to 365/366)
* <code>translated_dialog combat_opponent_call_tuxemon,user=$<nowiki>{{</nowiki>name<nowiki>}}</nowiki>,name=some guy</code>
* <code>year</code> tracks the year
* <code>leap_year</code> the result can be <code>true</code> or <code>false</code>
* <code>daytime</code> the result can be <code>true</code> or <code>false</code> (<code>true</code> between from 06:00 to 18:00, <code>false</code> during the rest of the day).
* <code>stage_of_day</code> the result can be <code>dawn</code> (from 4 to 8), <code>morning</code> (from 8 to 12), <code>afternoon</code> (from 12 to 16), <code>dusk</code> (from 16 to 20) or <code>night</code> (from 20 to 04).
* <code>season</code> the result can be <code>winter</code>, <code>spring</code>, <code>summer</code> or <code>autumn</code>


=== tuxepedia_print ===
=== Campaign related ===
Print the current value of Tuxepedia to the console. If no monster is specified, print out values of all Tuxepedia.
* <code>gender_choice</code> the result can be <code>gender_male</code> or <code>gender_female</code>, depending on the player's choice at the beginning. Useful to create different events for gender.


'''Parameters'''
=== Party related (monsters) ===
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
* <code>party_level_lowest</code> the result shows the lowest level in the player's party (weakest monster).
* <code>party_level_highest</code> the result shows the highest level in the player's party (strongest monster).
* <code>party_level_average</code> the result shows the average level in the player's party.


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


=== unlock_controls ===
==== Battle ====
Unlock player controls
Let's say you want to trigger different events based on the output of the fight:
* <code>is variable_set battle_last_result:won</code>
or
* <code>is variable_set battle_last_result:lost</code>


'''Parameters'''
==== Date ====
* <code>None</code>
Let's say you want to trigger an event in a specific date (mom's birthday, anniversary, etc.), eg. on the 25th May (day nr 145 or 146 if leap year or not):
* <code>is variable_set day_of_year:146</code>
* <code>is variable_set leap_year:true</code>
or
* <code>is variable_set day_of_year:145</code>
* <code>is variable_set leap_year:false</code>
but if the specific date is before (included) the 28th February (day nr 59):
* <code>is variable_set day_of_year:59</code>


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


=== variable_math ===
==== Stage of the day ====
Performs a mathematical operation on the key in the player.game_variables dictionary.
Let's say you want to block the access during the night:
* <code>not variable_set stage_of_day:night</code>
while if you want to grant the access only during the night:
* <code>is variable_set stage_of_day:night</code>


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


'''Examples'''
Note: you can replace <code>equals</code> with: <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>,  and <code>not_equals</code>.
* <code>variable_math badge_count,+,1</code>


=== wait ===
==== Trading ====
Pauses execution of all events for the given amount of time in seconds.
Let's say you want to set up and event for trading monsters. You need 3 events after creating the NPC in map.
* <code>monster1</code> (monster desired by the NPC)
* <code>monster2</code> (monster the NPC wants to trade in exchange)


'''Parameters'''
1st: if the player has the monster
* <code>seconds</code>: The amount of time in seconds to wait for. 
    <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"/>


'''Examples'''
==== Get Party Monster ====
* <code>wait 2.0</code> 
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).
* <code>wait 5.2</code>


=== withdraw_monster ===
    <property name="act10" value="add_monster rockitten,20,npc_slug,27,10"/>
Pull a monster from the given trainer's storage and puts it in their party.
    <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"/>


'''Parameters'''
==== Battle Among NPCs (the player watches without interacting) ====
* <code>monster_id</code>: The id of the monster to pull (variable).
(eg npc_maple vs npc_apple)
* <code>trainer</code>: Slug of the trainer that will receive the monster. It defaults to the current player.


'''Examples'''
    <property name="act10" value="create_npc npc_maple,0,7,stand"/>
* <code>withdraw_monster monster_id[,trainer_slug]</code>
    <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"/>

Latest revision as of 06:28, 20 October 2024

Introduction[edit | edit source]

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[edit | edit source]

Event Reference Condition

Action Reference[edit | edit source]

Event Reference Action

Variables[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

  • 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)[edit | edit source]

  • 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[edit | edit source]

Battle[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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

  • is variable_set season:summer

Stage of the day[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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)[edit | edit source]

(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"/>