Difference between revisions of "Event Reference"

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==== Examples ====  
==== Examples ====  
<code>is true</code>   
* <code>is true</code>   
<code>not true</code>
* <code>not true</code>


=== player_at ===
=== player_at ===
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==== Parameters ====  
==== Parameters ====  
<code>x</code>: X tile coordinates that the player is at (optional)   
* <code>x</code>: X tile coordinates that the player is at (optional)   
<code>y</code>: Y tile coordinate that the player is at (optional)
* <code>y</code>: Y tile coordinate that the player is at (optional)


==== Examples ====  
==== Examples ====  
<code>is player_at</code>   
* <code>is player_at</code>   
<code>is player_at 4,3</code>
* <code>is player_at 4,3</code>


=== player_facing ===
=== player_facing ===
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==== Examples ====  
==== Examples ====  
<code>is player_facing up</code>   
* <code>is player_facing up</code>   
<code>not player_facing down</code>
* <code>not player_facing down</code>
 


=== player_facing_tile ===
=== player_facing_tile ===
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==== Examples ====  
==== Examples ====  
<code>is player_facing_tile</code>   
<code>is player_facing_tile</code>   


=== player_moved ===
=== player_moved ===
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==== Examples ====  
==== Examples ====  
<code>is player_moved</code>   
* <code>is player_moved</code>   
<code>not player_moved</code>
* <code>not player_moved</code>
 


=== has_monster ===
=== has_monster ===
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==== Examples ====  
==== Examples ====  
<code>is has_monster txmn_pigabyte</code>
<code>is has_monster txmn_pigabyte</code>


=== inventory_contains ===
=== inventory_contains ===
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==== Examples ====  
==== Examples ====  
<code>is inventory_contains Potion</code>
<code>is inventory_contains Potion</code>


=== combat_started ===
=== combat_started ===
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==== Examples ====  
==== Examples ====  
<code>is combat_started</code>
<code>is combat_started</code>


=== button_pressed ===
=== button_pressed ===
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==== Examples ====  
==== Examples ====  
<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>
 


=== dialog_open ===
=== dialog_open ===
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==== Examples ====  
==== Examples ====  
<code>is dialog_open</code>   
* <code>is dialog_open</code>   
<code>not dialog_open</code>
* <code>not dialog_open</code>
 


=== variable_set ===
=== variable_set ===
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==== Examples ====  
==== Examples ====  
<code>is variable_set battle_won:yes</code>   
* <code>is variable_set battle_won:yes</code>   
<code>not variable_set current_badges:4</code>   
* <code>not variable_set current_badges:4</code>   
<code>is variable_set talked_to_prof:false</code>
* <code>is variable_set talked_to_prof:false</code>
 


=== npc_exists ===
=== npc_exists ===
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==== Examples ====  
==== Examples ====  
<code>not npc_exists Apple</code>
<code>not npc_exists Apple</code>


=== npc_at ===
=== npc_at ===
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==== Parameters ====  
==== Parameters ====  
<code>name</code>: The name of the NPC.     
* <code>name</code>: The name of the NPC.     
<code>x</code>: X tile coordinates that the player is at (optional)   
* <code>x</code>: X tile coordinates that the player is at (optional)   
<code>y</code>: Y tile coordinate that the player is at (optional)
* <code>y</code>: Y tile coordinate that the player is at (optional)


==== Examples ====  
==== Examples ====  
<code>is npc_at Maple</code>   
* <code>is npc_at Maple</code>   
<code>is npc_at Maple,4,3</code>
* <code>is npc_at Maple,4,3</code>
 


=== npc_facing ===
=== npc_facing ===
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==== Parameters ====  
==== Parameters ====  
<code>name</code>: The name of the NPC.     
* <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>)
* <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 npc_facing Maple,up</code>   
<code>not npc_facing Maple,down</code>
* <code>not npc_facing Maple,down</code>
 


=== npc_facing_tile ===
=== npc_facing_tile ===
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==== Examples ====  
==== Examples ====  
<code>is npc_facing_tile Maple</code>   
<code>is npc_facing_tile Maple</code>   


=== facing_npc ===
=== facing_npc ===
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==== Examples ====  
==== Examples ====  
<code>is facing_npc Apple</code>
<code>is facing_npc Apple</code>


=== party_size ===
=== party_size ===
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==== 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>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.
* <code>party_size</code>: The size of the party to check against.


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


=== music_playing ===
=== music_playing ===
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==== Parameters ====  
==== Parameters ====  
<code>map_name</code>: The map file to teleport the player to.   
* <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>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.


==== Examples ====  
==== Examples ====  
<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>
 


=== transition_teleport ===
=== transition_teleport ===
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==== Parameters ====  
==== Parameters ====  
<code>map_name</code>: The map file to teleport the player to.   
* <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>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>transition_time</code>: The time in seconds the transition will last.


==== 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>
 


=== call_event ===
=== call_event ===
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==== Examples ====   
==== Examples ====   
<code>call_event 11</code>     
* <code>call_event 11</code>     
<code>call_event 8</code>
* <code>call_event 8</code>
 


=== set_variable ===
=== set_variable ===
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==== Examples ====  
==== Examples ====  
<code>set_variable battle_won:yes</code>   
* <code>set_variable battle_won:yes</code>   
<code>set_variable talked_to_prof:true</code>
* <code>set_variable talked_to_prof:true</code>
 


=== play_sound ===
=== play_sound ===
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==== Examples ====  
==== Examples ====  
<code>play_sound combat/falling_Macro.ogg</code>   
<code>play_sound combat/falling_Macro.ogg</code>   


=== play_music ===
=== play_music ===
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==== Examples ====  
==== Examples ====  
<code>play_music 472452_8-Bit-Ambient.ogg</code>  
<code>play_music 472452_8-Bit-Ambient.ogg</code>  


=== player_face ===
=== player_face ===
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==== Parameters ====  
==== 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>.
* <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 ====  
==== Examples ====  
<code>player_face left</code>   
* <code>player_face left</code>   
<code>player_face up</code>
* <code>player_face up</code>
 


=== player_stop ===
=== player_stop ===
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==== Examples ====  
==== Examples ====  
<code>player_stop</code>   
<code>player_stop</code>   


=== player_resume ===
=== player_resume ===
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==== Examples ====  
==== Examples ====  
<code>player_resume</code>   
<code>player_resume</code>   


=== pause_music ===
=== pause_music ===
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==== Examples ====  
==== Examples ====  
<code>pause_music</code>
<code>pause_music</code>


=== fadeout_music ===
=== fadeout_music ===
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==== Examples ====  
==== Examples ====  
<code>fadeout_music 2</code>
<code>fadeout_music 2</code>


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


=== translated_dialog ===
=== translated_dialog ===
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==== 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>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>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>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>.


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


=== dialog_chain ===
=== dialog_chain ===
Deprecated. Use [#dialog dialog]
Deprecated. Use [#dialog dialog]


=== translated_dialog_chain ===
=== translated_dialog_chain ===
Deprecated. Use [#translated_dialog translated_dialog]
Deprecated. Use [#translated_dialog translated_dialog]


=== dialog_choice ===
=== dialog_choice ===
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==== Parameters ====  
==== Parameters ====  
<code>choices</code>: The possible choices separated by colons.
* <code>choices</code>: The possible choices separated by colons.
<code>variable</code>: The variable to store the answer.
* <code>variable</code>: The variable to store the answer.


==== Examples ====  
==== Examples ====  
<code>dialog_choice Yes:No:Maybe,myvariable</code>   
<code>dialog_choice Yes:No:Maybe,myvariable</code>   


=== translated_dialog_choice ===
=== translated_dialog_choice ===
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==== Parameters ====  
==== Parameters ====  
<code>choice_keys</code>: Keys to reference translated text choices separated by colons.
* <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.
* <code>variable</code>: The variable to store the answer which will be the key for the translated text.


==== Examples ====  
==== Examples ====  
<code>dialog_choice yes:no,myvariable</code>   
<code>dialog_choice yes:no,myvariable</code>   


=== screen_transition ===
=== screen_transition ===
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==== Examples ====  
==== Examples ====  
<code>screen_transition 2</code>
<code>screen_transition 2</code>


=== create_npc ===
=== create_npc ===
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==== Parameters ====  
==== 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>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_x</code>: The X-tile coordinate to place the NPC.   
<code>tile_pos_y</code>: The Y-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>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.   
* <code>behavior</code>: The NPC's movement behavior. Currently not implemented.   


==== Examples ====  
==== Examples ====  
<code>create_npc Maple,2,3,maple,wander</code>   
* <code>create_npc Maple,2,3,maple,wander</code>   
<code>create_npc Pine,1,6,maple,stand</code>   
* <code>create_npc Pine,1,6,maple,stand</code>   




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  ==== Examples ====  
  ==== Examples ====  
<code>remove_npc Maple</code>   
* <code>remove_npc Maple</code>   
<code>remove_npc Pine</code>   
* <code>remove_npc Pine</code>   
 


=== npc_face ===
=== npc_face ===
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==== Parameters ====  
==== Parameters ====  
<code>name</code>: The name of the npc.     
* <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>.
* <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 ====  
==== Examples ====  
<code>npc_face Maple,left</code>   
* <code>npc_face Maple,left</code>   
<code>npc_face Pine,up</code>
* <code>npc_face Pine,up</code>
 


=== pathfind ===
=== pathfind ===
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==== Parameters ====  
==== Parameters ====  
<code>name</code>: The name of the NPC to be moved.\n
* <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_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.     
* <code>tile_pos_y</code>: The Y-tile coordinate to have the NPC to walk to.     


==== Examples ====  
==== Examples ====  
<code>pathfind Maple,2,3</code>  
* <code>pathfind Maple,2,3</code>  
<code>pathfind Pine,1,6</code>
* <code>pathfind Pine,1,6</code>


=== start_battle  ===
=== start_battle  ===
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==== Examples ====  
==== Examples ====  
<code>start_battle npc_maple</code>
<code>start_battle npc_maple</code>


=== add_monster ===
=== add_monster ===
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==== Parameters ====  
==== Parameters ====  
<code>monster_name</code>: The name of the monster to add as defined in the monster JSON under <code>resources/db/monster</code>.   
* <code>monster_name</code>: The name of the monster to add as defined in the monster JSON under <code>resources/db/monster</code>.   
<code>monster_lvl</code>: The level of the monster to start at.
* <code>monster_lvl</code>: The level of the monster to start at.


==== Examples ====  
==== Examples ====  
<code>add_monster txmn_fruitera,10</code>
<code>add_monster txmn_fruitera,10</code>


=== remove_monster ===
=== remove_monster ===
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==== Examples ====  
==== Examples ====  
<code>remove_monster txmn_fruitera</code>
<code>remove_monster txmn_fruitera</code>


=== random_encounter ===
=== random_encounter ===
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==== Examples ====  
==== Examples ====  
<code>random_encounter 1</code>
<code>random_encounter 1</code>


=== play_map_animation ===
=== play_map_animation ===
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==== Parameters ====  
==== Parameters ====  
<code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>.   
* <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>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>player</code> to draw the animation over the player.


==== Examples ====  
==== Examples ====  
<code>play_map_animation grass,0.1,noloop,player</code>   
* <code>play_map_animation grass,0.1,noloop,player</code>   
<code>play_map_animation sign01,0.4,loop,33,10</code>
* <code>play_map_animation sign01,0.4,loop,33,10</code>
 


=== wait_for_input ===
=== wait_for_input ===
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==== Examples ====  
==== Examples ====  
<code>wait_for_input K_RETURN</code>   
* <code>wait_for_input K_RETURN</code>   
<code>wait_for_input K_Q</code>
* <code>wait_for_input K_Q</code>
 


=== wait_for_secs ===
=== wait_for_secs ===
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==== Examples ====  
==== Examples ====  
<code>wait_for_secs 2.0</code>   
* <code>wait_for_secs 2.0</code>   
<code>wait_for_secs 5.2</code>
* <code>wait_for_secs 5.2</code>

Revision as of 22:40, 7 October 2017

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 method under the core.components.event.condition module:

true

The true condition will always evaluate to *True* (unless the "not" operator is used)

Parameters

None

Examples

  • is true
  • not true

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_facing

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

Parameters

direction: Direction to check for: (up, down, left, right)

Examples

  • is player_facing up
  • not player_facing down

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_moved

Checks to see if the player has just moved. If the player is standing still, this condition will return False.

Parameters

None

Examples

  • is player_moved
  • not player_moved

has_monster

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

Parameters

monster_slug: The slug of the monster to check for.

Examples

is has_monster txmn_pigabyte

inventory_contains

Not yet implemented

Parameters

item: The item name to check for.

Examples

is inventory_contains Potion

combat_started

Check to see if combat has currently started.

Parameters

None

Examples

is combat_started

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

dialog_open

Check to see if a dialog window is currently open.

Parameters

None

Examples

  • is dialog_open
  • not dialog_open

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

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_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_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

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

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 facing_npc Apple

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

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

Action Reference

Here is a list of currently supported actions. New event actions can be created by creating a new function under the core.components.event.Action class:

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

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

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

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.

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

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

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

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_stop

Stops the player from moving until player_resume is called.

Parameters

None

Examples

player_stop

player_resume

Resumes the player's ability to move. Usually used after the player_stop action.

Parameters

None

Examples

player_resume

pause_music

Pauses the currently playing music.

Parameters

None

Examples

pause_music

fadeout_music

Fades out music over x seconds.

Parameters

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

Examples

fadeout_music 2

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 $Template:End does nothing as it used to denote the end of a dialog chain. Here is a list of available variables:

Parameters

text: The text to display in a dialog window.

Examples

  • dialog Red:\n This is some dialog!
  • dialog $Template:Name:\n Hello there! \nHow are you?

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 $Template: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:

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=$Template:Name
  • translated_dialog combat_opponent_call_tuxemon,user=$Template:Name,name=some guy

dialog_chain

Deprecated. Use [#dialog dialog]

translated_dialog_chain

Deprecated. Use [#translated_dialog translated_dialog]

dialog_choice

Asks the player to select a choice.

Parameters

  • choices: The possible choices separated by colons.
  • variable: The variable to store the answer.

Examples

dialog_choice Yes:No:Maybe,myvariable

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

dialog_choice yes:no,myvariable

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

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


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

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

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

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

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 txmn_fruitera,10

remove_monster

Removes the specified monster to the player's party.

Parameters

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

Examples

remove_monster txmn_fruitera

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": "txmn_bigfin", 
           "encounter_rate": 10, 
           "level_range": [
               1, 
               6
           ]
       },
       {
           "monster_slug": "txmn_dandylion", 
           "encounter_rate": 10, 
           "level_range": [
               1, 
               6
           ]
       },
       {
           "monster_slug": "txmn_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.

Examples

random_encounter 1

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

wait_for_input

Pauses execution of all events until the given input is received.

Parameters

input: The pygame input to wait for.

Examples

  • wait_for_input K_RETURN
  • wait_for_input K_Q

wait_for_secs

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_for_secs 2.0
  • wait_for_secs 5.2