Difference between revisions of "Event Reference"

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(Replaced content with "== 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 (<code>,</code>). == Condition Reference == Event Reference Condition == Action Reference == Event Reference Action == Behavior Reference == Event Reference Behavior")
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[[Event Reference Action]]
[[Event Reference Action]]


== Variables ==
== Behavior Reference ==


The following are the "main" variables generated by the game and these can be useful to trigger specific events.
[[Event Reference Behavior]]
 
These can be used with the condition:
<code>is variable_set name_variable:result_variable</code>
 
=== Battle related ===
* <code>battle_last_monster_name</code> name of the last monster fought.
* <code>battle_last_monster_level</code> level of the last monster fought.
* <code>battle_last_monster_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.
 
trainer battles:
* <code>battle_last_trainer</code> slug of the last trainer fought
battles PC vs NPC (eg player vs npc_maple or npc_maple vs player)
* <code>battle_last_result</code>: the result can be <code>won</code> or <code>draw</code>
battles NPC vs NPC (eg npc_maple vs npc_apple) or PC vs NPC (eg player vs npc_maple or npc_maple vs player)
* <code>battle_last_loser</code> slug of the last trainer fought ("player" for the player)
* <code>battle_last_winner</code> slug of the last trainer fought ("player" for the player)
 
=== Time related ===
* <code>weekday</code> tracks the day of the week (Monday, Tuesday, etc.)
* <code>hour</code> tracks the hour
* <code>day_of_year</code> tracks the days in a year (1 to 365/366)
* <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>
 
=== Campaign related ===
* <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.
 
=== Party related (monsters) ===
* <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 ==
 
==== Battle ====
Let's say you want to trigger different events based on the output of the fight:
* <code>is variable_set battle_last_result:won</code>
or
* <code>is variable_set battle_last_result:lost</code>
 
==== Date ====
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>
 
==== Season ====
Let's say you want to grant access to a location only in summer:
* <code>is variable_set season:summer</code>
 
==== Stage of the day ====
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>
 
==== Steps Countdown ====
Let's say you want to trigger an event after 1234 steps:
* <code>set_variable steps_whatever:1234</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.
 
Note: you can replace <code>equals</code> with: <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>,  and <code>not_equals</code>.
 
==== Trading ====
Let's say you want to set up and event for trading monsters. You need 3 events after creating the NPC in map.
* <code>monster1</code> (monster desired by the NPC)
* <code>monster2</code> (monster the NPC wants to trade in exchange)
 
1st: if the player has the monster
    <property name="act10" value="translated_dialog dialog_npc1"/>
    <property name="act20" value="translated_dialog_choice yes:no,npc_willtrade"/>
    <property name="behav10" value="talk npc_slug"/>
    <property name="cond10" value="is has_monster player,monster1"/>
    <property name="cond20" value="not variable_set npc_hastraded:yes"/>
2nd: if the player hasn't the monster
    <property name="act10" value="translated_dialog dialog_npc1"/>
    <property name="act20" value="translated_dialog dialog_npc_nomonster1"/>
    <property name="behav10" value="talk npc_slug"/>
    <property name="cond10" value="not has_monster player,monster1"/>
    <property name="cond20" value="not variable_set npc_hastraded:yes"/>
3rd: trading part
    <property name="act10" value="translated_dialog dialog_npc_willtrade"/>
    <property name="act20" value="get_player_monster name_variable"/>
    <property name="act30" value="trading name_variable,traded_monster"/>
    <property name="act40" value="set_variable npc_hastraded:yes"/>
    <property name="cond10" value="is has_monster player,monster1"/>
    <property name="cond20" value="is variable_set npc_willtrade"/>
    <property name="cond30" value="not variable_set npc_hastraded"/>
 
==== Get Party Monster ====
Let's say you want to add a tech to a monster (NPC). Eg. the NPC [[Rockitten]] needs to know [[Canine]], but [[Rockitten]] is the 4th monster (equal to 3rd slot).
 
    <property name="act10" value="add_monster rockitten,20,npc_slug,27,10"/>
    <property name="act20" value="add_monster vivipere,20,npc_slug,27,10"/>
    <property name="act30" value="add_monster budaye,20,npc_slug,27,10"/>
    <property name="act40" value="add_monster rockitten,20,npc_slug,27,10"/>
    <property name="act50" value="add_monster nut,20,npc_slug,27,10"/>
    <property name="act60" value="get_party_monster npc_slug"/>
    <property name="act70" value="add_tech iid_slot_3,canine"/> ---> iid_slot_3 followed by [[Canine]]
    <property name="act80" value="start_battle player,npc_slug"/>
 
==== Battle Among NPCs (the player watches without interacting) ====
(eg npc_maple vs npc_apple)
 
    <property name="act10" value="create_npc npc_maple,0,7,stand"/>
    <property name="act20" value="create_npc npc_apple,0,8,stand"/>
    <property name="act30" value="add_monster chloragon,3,npc_maple"/>
    <property name="act40" value="add_monster rockitten,3,npc_apple"/>
    <property name="act50" value="start_battle npc_maple,npc_apple"/>
separate event, multiple endings, if npc_maple wins
    <property name="cond1" value="is variable_set battle_last_winner:npc_maple"/>
separate event, multiple endings, if npc_apple wins
    <property name="cond1" value="not variable_set battle_last_winner:npc_maple"/>
separate event, multiple endings, if no-one wins
    <property name="cond1" value="is variable_set battle_last_result:draw"/>

Latest revision as of 15:23, 2 February 2026

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

Behavior Reference[edit | edit source]

Event Reference Behavior