Difference between revisions of "Event Reference"

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* <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>item</code>: The item slug name (e.g. "item_cherry").
* <code>operator (optional)</code>: Numeric comparison operator. Accepted values are "less_than", "greater_than", "equals", "less_or_equal" and "greater_or_equal". The default value is "greater_or_equal".
* <code>operator</code>: Numeric comparison operator. Accepted values are "less_than", "greater_than", "equals", "less_or_equal" and "greater_or_equal". The default value is "greater_or_equal". (optional)
* <code>quantity (optional)</code>: Quantity to compare with. Must be a non-negative integer. The default value is 1.
* <code>quantity</code>: Quantity to compare with. Must be a non-negative integer. The default value is 1. (optional)


'''Examples'''  
'''Examples'''  
Line 264: Line 264:


=== tuxepedia_is ===
=== 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 ===
=== 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 ===
=== variable_set ===
Line 804: Line 819:


=== tuxepedia_print ===
=== tuxepedia_print ===
[...]
Print the current value of Tuxepedia to the console. If no monster is specified, print out values of all Tuxepedia.
 
'''Parameters'''
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
 
'''Examples'''
* <code>tuxepedia_print</code>
* <code>tuxepedia_print rockitten</code>


=== unlock_controls ===
=== unlock_controls ===
[...]
Unlock player controls
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>unlock_controls</code> 


=== variable_math ===
=== variable_math ===
Line 831: Line 859:


=== withdraw_monster ===
=== withdraw_monster ===
[...]
Pull a monster from the given trainer's storage and puts it in their party.
 
'''Parameters'''
* <code>trainer</code>: The trainer slug.
* <code>monster_id</code>: The id of the monster to pull.
 
'''Examples'''
* <code>withdraw_monster [variable where is saved the monster_id / instance_id]</code>

Revision as of 09:37, 19 February 2023

Introduction

This page is a reference for all the available actions and conditions available in Tuxemon. You can use this reference to create new map events for your own maps. All action and condition parameters are separated with a comma (,).

Condition Reference

Here is a list of currently implemented conditions. New event conditions can be created by creating a new page under the tuxemon/event/conditions:

battle_is

Check to see if the player has fought against NPC and won, lost or draw.

Parameters

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

Examples

  • is battle_is npc_maple,won

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

combat_started

Check to see if combat has currently started.

Parameters

  • None

Examples

  • is combat_started

dialog_open

Check to see if a dialog window is currently open.

Parameters

  • None

Examples

  • is dialog_open
  • not dialog_open

has_item

Check to see if the NPC has an item in his inventory.

Parameters

  • character: Either "player" or npc slug name (e.g. "npc_maple").
  • item: The item slug name (e.g. "item_cherry").
  • operator: Numeric comparison operator. Accepted values are "less_than", "greater_than", "equals", "less_or_equal" and "greater_or_equal". The default value is "greater_or_equal". (optional)
  • quantity: Quantity to compare with. Must be a non-negative integer. The default value is 1. (optional)

Examples

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

has_monster

Checks to see the player has a monster in his party.

Parameters

  • monster_slug: The slug of the monster to check for.

Examples

  • is has_monster txmn_pigabyte

has_party_breeder

Check to see if the player has a male and female monster in the party (monster not basic, basic is the first step in the evolution stage).

Examples

  • is has_party_breeder

has_tech

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

Parameters

  • technique: Technique slug name (e.g. "bullet").

Examples

  • is has_tech bullet

money_is

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

Parameters

  • slug: Slug name (player).
  • operator: One of "==", "!=", ">", ">=", "<" or "<=".
  • amount: Amount of money.

Examples

  • is money_is player,>=,500

monster_flair

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

monster_property

Check to see if a monster property or condition is as asked.

Parameters

  • slot: Position of the monster in the player monster list.
  • property: Property of the monster to check (e.g. "level"). Valid values are: name, level, level_reached, type, category and shape.
  • value: Value to compare the property with.

Examples

  • is monster_property 1,level,15

music_playing

Check to see if the specified music file is currently playing.

Parameters

  • music_file: The music file to check.

Examples

  • is music_playing 472452_8-Bit-Ambient.ogg

npc_at

Check to see if the npc is inside the event's area. This event will check the event object's X, Y, Width, and Height properties and checks to see if the npc is within those bounds. That includes event areas that are greater than one tile in size. You can optionally include an x,y parameter to specify a single tile location.

Parameters

  • name: The name of the NPC.
  • x: X tile coordinates that the player is at (optional)
  • y: Y tile coordinate that the player is at (optional)

Examples

  • is npc_at Maple
  • is npc_at Maple,4,3

npc_exists

Check to see if an NPC exists on the current map with npc_name.

Parameters

  • npc_name: The name of the NPC on the current map.

Examples

  • not npc_exists Apple

npc_facing_tile

Check to see if the npc is facing a particular tile. This event will check the event object's X, Y coordinates for the tile to check for.

Parameters

  • name: The name of the NPC.

Examples

  • is npc_facing_tile Maple

npc_facing

Check to see if the npc is facing: up, down, left or right.

Parameters

  • name: The name of the NPC.
  • direction: Direction to check for: (up, down, left, right)

Examples

  • is npc_facing Maple,up
  • not npc_facing Maple,down

party_size

Perform a check on the player's party size. The check parameter can be: equals, less_than, or greater_than.

Parameters

  • check: The check to run against the party size. Can be: equals, less_than, or greater_than.
  • party_size: The size of the party to check against.

Examples

  • is party_size less_than,1
  • not party_size equals,0
  • is party_size greater_than,4

player_at

Check to see if the player is inside the event's area. This event will check the event object's X, Y, Width, and Height properties and checks to see if the player is within those bounds. That includes event areas that are greater than one tile in size. You can optionally include an x,y parameter to specify a single tile location.

Parameters

  • x: X tile coordinates that the player is at (optional)
  • y: Y tile coordinate that the player is at (optional)

Examples

  • is player_at
  • is player_at 4,3

player_defeated

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

Parameters

  • None

Examples

  • is player_defeated

player_facing_npc

Check to see if the player is facing an NPC with the name npc_name.

Parameters

  • npc_name: The name of the NPC on the current map.

Examples

  • is player_facing_npc Apple

player_facing_tile

Check to see if the player is facing a particular tile. This event will check the event object's X, Y coordinates for the tile to check for.

Parameters

  • None

Examples

  • is player_facing_tile

player_facing

Check to see where an NPC is facing.

Parameters

  • direction: One of "up", "down", "left" or "right".

Examples

  • is player_facing right

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

  • None

Examples

  • is player_moved

to_talk

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

Parameters

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

Examples

  • is to_talk npc_maple

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_is

Check to see if the player has seen or caught a monster.

Parameters

  • monster_slug: Monster slug name (e.g. "rockitten").
  • string: seen / caught

Examples

  • is tuxepedia_is rockitten,seen

variable_is

Check an operation over a variable.

Parameters

  • value1: Either a variable or a number.
  • operation: One of "==", "!=", ">", ">=", "<" or "<=".
  • value2: Either a variable or a number.

Examples

  • is variable_is [value1],>=,[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_contacts

[...]

add_item

Add the specified itemto the player's party.

Parameters

  • item_name: The name of the item to add as defined in the monster JSON under resources/db/item.

Examples

  • add_item hatchet

add_monster

Add the specified monster to the player's party.

Parameters

  • monster_name: The name of the monster to add as defined in the monster JSON under resources/db/monster.
  • monster_lvl: The level of the monster to start at.

Examples

  • add_monster fruitera,10

battles_print

[...]

breeding

[...]

call_event

Executes the actions from another event, ignoring its conditions. This can be especially useful for scenarios where you might need multiple sets of conditions that could be true, such as executing an action when the player is at a certain position OR has a certain item in their inventory.

Parameters

  • event_id: The id of the event whose actions should be executed.

Examples

  • call_event 11
  • call_event 8

change_state

[...]

clear_kennel

[...]

clear_tuxepedia

[...]

clear_variable

[...]

copy_variable

[...]

create_npc

Creates an NPC and places them on the current map.

Parameters

  • name: The name of the NPC to create. This NPC should exist 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.
  • animations: The name of the sprite to use for the animations in resources/sprites.
  • behavior: The NPC's movement behavior. Currently not implemented.

Examples

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

delayed_teleport

[...]

dialog_chain

Deprecated. Use [#dialog dialog]

dialog

Opens the dialog box with provided text. For line breaks, use the \n character. You may also use special variables in dialog events. If you have multiple dialog commands they will display sequentially. Using ${{end}} does nothing as it used to denote the end of a dialog chain. Here is a list of available variables:

  • ${{name}} - The current player's name.

Parameters

  • text: The text to display in a dialog window.

Examples

  • dialog Red:\n This is some dialog!
  • dialog ${{name}}:\n Hello there! \nHow are you?

fadeout_music

Fades out music over x milliseconds.

Parameters

  • time_seconds: Time in milliseconds to fade out the currently playing music.

Examples

  • fadeout_music 2

get_player_monster

[...]

kennel_print

[...]

lock_controls

[...]

modify_npc_attribute

[...]

modify_player_attribute

[...]

money_print

[...]

npc_face

Makes the npc face a particular direction. Parameter can be set to: left, right, up, or down.

Parameters

  • name: The name of the npc.
  • direction: Direction to make the player face. Can be set to: left, right, up, or down.

Examples

  • npc_face Maple,left
  • npc_face Pine,up

npc_move

Determines the NPC's movement behaviour.

Examples

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

npc_run

Sets the NPC's speed to the universal run speed.

Examples

  • npc_run npc_mom

npc_speed

Sets the NPC's walk speed.

Examples

  • npc_speed npc_mom, 0.2

npc_walk

Sets the NPC's speed to the universal walk speed.

Examples

  • npc_walk npc_mom

npc_wander

Sets the NPC's behaviour to wander about instead of stand in place.

Examples

  • npc_wander npc_mom

open_shop

[...]

pathfind

Moves an NPC to a certain tile on the map.

Parameters

  • name: The name of the NPC to be moved.
  • tile_pos_x: The X-tile coordinate to have the NPC to walk to.
  • tile_pos_y: The Y-tile coordinate to have the NPC to walk to.

Examples

  • pathfind Maple,2,3
  • pathfind Pine,1,6

pause_music

Pauses the currently playing music.

Parameters

  • None

Examples

  • pause_music

play_map_animation

Plays an animation on the map. The position parameter can also be player if you want to draw the animation at the player's location. Loop can be either loop or noloop.

Parameters

  • animation_name: The name of the animation to play 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 player to draw the animation over the player.

Examples

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

play_music

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

Parameters

  • filename: The name of the music file to play under "music/"

Examples

  • play_music 472452_8-Bit-Ambient.ogg

play_sound

Plays an audio file located under "sounds/".

Parameters

  • filename: The name of the sound file to play under "sounds/"

Examples

  • play_sound combat/falling_Macro.ogg

player_face

Makes the player face a particular direction. Parameter can be set to: left, right, up, or down.

Parameters

  • direction: Direction to make the player face. Can be set to: left, right, up, or down.

Examples

  • player_face left
  • player_face up

player_resume

Does not currently have a purpose.

Parameters

  • None

Examples

  • player_resume

player_stop

Stops the player's current movement.

There is currently no way to stop a player from inputting another movement after being stopped (issue #790)

Parameters

  • None

Examples

  • player_stop

print

[...]

quit

[...]

random_encounter

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

Here is an example encounter file:

resources/db/encounter/1.json

   json
   {
   "id": 1, 
   "monsters": [
       {
           "monster_slug": "bigfin", 
           "encounter_rate": 10, 
           "level_range": [
               1, 
               6
           ]
       },
       {
           "monster_slug": "dandylion", 
           "encounter_rate": 10, 
           "level_range": [
               1, 
               6
           ]
       },
       {
           "monster_slug": "tux", 
           "encounter_rate": 10, 
           "level_range": [
               1, 
               6
           ]
       }
   ]
   }

Parameters

  • encounter_id: The id of the encounter JSON file to use for random battles under resources/db/encounter.
  • total_prob: The probability of an encounter, with 100 = 100% probability of an encounter. If not set, then the probability of an encounter is the sum of all encounter_rates in the encounter JSON file (as a percentage).

Examples

  • random_encounter route1
  • random_encounter route1,20

random_integer

[...]

random_monster

[...]

remove_contacts

[...]

remove_monster

Removes the specified monster from the player's party.

Parameters

  • monster_slug: The slug of the monster to remove as defined in the monster JSON under resources/db/monster.

Examples

  • remove_monster fruitera

remove_npc

Removes an NPC from the current map.

Parameters

  • name: The name of the NPC to remove.

Examples

  • remove_npc Maple
  • remove_npc Pine

rename_monster

[...]

rename_player

[...]

rumble

[...]

screen_transition

Fades the screen to black and back over x seconds.

Parameters

  • transition_time: Time in seconds to fade the screen to black.

Examples

  • screen_transition 2

set_battle

[...]

set_code

[...]

set_economy

[...]

set_inventory

Overwrites the inventory of the npc or player.

Parameters

  • npc_slug: The slug of the player or NPC.
  • inventory_slug: The slug of the inventory that will overwrite the NPC's existing inventory.

Examples

  • set_inventory shopkeeper,new_stock

set_kennel_visible

[...]

set_kennel

[...]

set_money

[...]

set_monster_flair

[...]

set_monster_health

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

Parameters

  • slot: The slot the monster appears in. If no slot is specified, all monsters are healed.
  • health: A float value between 0 and 1, which is the percent of max hp to be restored to. If no health is specified, the hp is maxed out.

Examples

  • set_monster_health 1,1

set_monster_level

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

Parameters

  • slot: The slot the monster appears in. If no slot is specified, all monsters are leveled.
  • level: The amount by which to level. If no level is specified, the level is reverted to 1.

Examples

  • set_monster_level 1,100

set_monster_level

[...]

set_monster_status

[...]

set_npc_attribute

[...]

set_player_attribute

[...]

set_tuxepedia

[...]

set_variable

Sets an arbitrary variable to a particular value. This action is good for seeing if battles with NPCs have been fought or not. These variables are also saved when the player saves the game.

Also used to set the environment.

Parameters

  • variable_name:value: A key, value pair of the variable_name to set with value.

Examples

  • set_variable battle_won:yes
  • set_variable talked_to_prof:true
  • set_variable environment:grass

spawn_monster

[...]

start_battle

Start a battle with an NPC defined in resources/db/npc.

Here is an example NPC file:

resources/db/npc/maple.json

   json
   {
   "monsters": [
       {
           "attack": 50, 
           "defense": 7, 
           "name": "Snowball", 
           "special_attack": 9, 
           "level": 5, 
           "monster_slug": 1, 
           "hp": 50, 
           "speed": 7, 
           "special_defense": 7,
           "exp_give_mod": 3,
           "exp_req_mod": 27
       }
   ], 
   "id": 1, 
   "name": "Maple"
   }

Parameters

  • npc_slug: The NPC's slug as defined in the NPC's JSON file in resources/db/npc.

Examples

  • start_battle npc_maple

start_cinema_mode

[...]

stop_cinema_mode

[...]

store_monster

[...]

teleport_faint

[...]

teleport

Teleports the player to a given position on a map. This teleport is immediate and does not have any transition animation.

Parameters

  • map_name: The map file to teleport the player to.
  • x: The X-tile coordinate to teleport the player to.
  • y: The Y-tile coordinate to teleport the player to.

Examples

  • teleport map1.tmx,3,4
  • teleport room1.tmx,8,1

transfer_money

[...]

transition_teleport

Teleports the player to a given position on a map with a screen transition over x seconds.

Parameters

  • map_name: The map file to teleport the player to.
  • x: The X-tile coordinate to teleport the player to.
  • y: The Y-tile coordinate to teleport the player to.
  • transition_time: The time in seconds the transition will last.

Examples

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

translated_dialog_chain

Deprecated. Use [#translated_dialog translated_dialog]

translated_dialog_choice

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

Parameters

  • choice_keys: Keys to reference translated text choices separated by colons.
  • variable: The variable to store the answer which will be the key for the translated text.

Examples

  • translated_dialog_choice yes:no,myvariable

translated_dialog

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

  • ${{name}} - The current player's name.

Parameters

  • dialog_key: The translated text for a given key found in resources/db/locale/<locale>.json to display in a dialog window.
  • parameters: Optional comma-separated var=value parameters to replace variables in the translation text. The value can either be text or a key found in resources/db/locale/<locale>.json.

Examples

  • translated_dialog received_x,name=a brand new car!
  • translated_dialog received_x,name=item_potion
  • translated_dialog combat_fainted,name=${{name}}
  • translated_dialog combat_opponent_call_tuxemon,user=${{name}},name=some guy

tuxepedia_print

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

Parameters

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

Examples

  • tuxepedia_print
  • tuxepedia_print rockitten

unlock_controls

Unlock player controls

Parameters

  • None

Examples

  • unlock_controls

variable_math

Performs a mathematical operation on the key in the player.game_variables dictionary.

Parameters

  • variable_name
  • operation: +, -, * or /
  • value

Examples

  • variable_math badge_count,+,1

wait

Pauses execution of all events for the given amount of time in seconds.

Parameters

  • seconds: The amount of time in seconds to wait for.

Examples

  • wait 2.0
  • wait 5.2

withdraw_monster

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

Parameters

  • trainer: The trainer slug.
  • monster_id: The id of the monster to pull.

Examples

  • withdraw_monster [variable where is saved the monster_id / instance_id]