Event Reference
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 asK_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 a NPC inventory contains something.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").item
: The item slug name (e.g. "item_cherry").operator
: Numeric comparison operator. Accepted values are "less_than", "greater_than", "equals", "less_or_equal" and "greater_or_equal". (optional)quantity
: Quantity to compare with. (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
, orgreater_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 contact to the app (Nu Phone). The slug must have the msgid inside the PO.
Parameters
slug
: slug name (e.g. "npc_maple").phone_number
: 3 digits
Examples
add_contacts npc_maple,123
add_item
Add the specified item to the player's inventory.
Parameters
item_name
: The name of the item to add as defined in the monster JSON underresources/db/item
.
Examples
add_item hatchet
add_monster
Add the specified monster to the player's party.
Parameters
monster_slug
: Monster slug to look up in the monster database.monster_level
: Level of the added monster.trainer_slug
: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)exp_mod
: Experience modifier. (optional)money_mod
: Money modifier. (optional)
Examples
add_monster fruitera,10
add_monster fruitera,10,npc_maple,10,27
battles_print
Print the current value of battle history to the console. If no variable is specified, print out values of all battles.
Parameters
character
: Npc slug name (e.g. "npc_maple"). (optional)result
: One among "won", "lost" or "draw". (optional)
Examples
battles_print
battles_print [character,result]
breeding
Select a monster in the player party filtered by gender and store its id in a variables (breeding_father or breeding_mother)
Parameters
gender
: Gender (male or female).
Examples
breeding male
breeding female
call_event
Executes the actions from another event, ignoring its conditions. This can be especially useful for scenarios where you might need multiple sets of conditions that could be true, such as executing an action when the player is at a certain position OR has a certain item in their inventory.
Parameters
event_id
: The id of the event whose actions should be executed.
Examples
call_event 11
call_event 8
change_bg
Change the background. It's advisable end the bg sequence with "end" Eg: act1 change_bg filename act2 change_bg end
Parameters
background
: the name of the file without ".PNG". The files must be inside the folder (gfx/ui/background/). Ideal size: 240x160
Examples
change_bg background
change_state
Change to the specified state.
Parameters
state_name
: The state name to switch to (e.g. PCState).
Examples
change_state PCState
clear_kennel
Clear a kennel. It advisable to save the game and check twice. Remember the main kennel is "Kennel" and without destination (transfer) the monster will be deleted as well as the kennel.
Parameters
kennel
: The kennel to clear.transfer
: The kennel to transfer the monsters. (optional)
Examples
clear_kennel name_kennel, new_kennel
clear_tuxepedia
Clear the key and value in the Tuxepedia dictionary.
Parameters
monster_slug
: Monster slug name (e.g. "rockitten").
Examples
clear_tuxepedia rockitten
clear_variable
Clear the value of a variable from the game.
Parameters :
variable
: The variable to clear.
Examples
clear_variable name_variable
copy_variable
Copy the value of var2 into var1 (e.g. var1 = var 2).
Parameters :
var1
: The variable to copy to.var2
: The variable to copy from.
Examples
copy_variable new_variable,old_variable
create_npc
Creates an NPC and places them on the current map.
Parameters
name
: The name of the NPC to create. This NPC should exist inresources/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 inresources/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
Set teleport information. Teleport will be triggered during screen transition. Only use this if followed by a transition.
Parameters
map_name
: Name of the map to teleport to.position_x
: X position to teleport to.position_y
: Y position to teleport to.
Examples
delayed_teleport cotton_town,10,10
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
Select a monster in the player party and store its id in a variable.
Parameters
variable_name
: Name of the variable where to store the monster id.
Examples
get_player_monster name_variable
kennel_print
Print all the kennels or one. It returns <name, qty, visible/hidden>, where *qty = number of monsters inside.
Parameters
kennel
: Name of the kennel. (optional)
Examples
kennel_print
kennel_print name_kennel
lock_controls
Lock player controls.
Parameters
None
Examples
lock_controls
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
npc_slug
: Either "player" or npc slug name (e.g. "npc_maple").attribute
: Name of the attribute to modify.value
: Value of the attribute modifier.
Examples
modify_npc_attribute npc_slug,attribute,value
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
attribute
: Name of the attribute to modify.value
: Value of the attribute modifier.
Examples
modify_player_attribute attribute,value
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
slug
: Slug name (e.g. player or NPC, etc.). (optional)
Examples
money_print
money_print player
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
, ordown
.
Examples
npc_face Maple,left
npc_face Pine,up
npc_move
Determines the NPC's movement behaviour.
Parameters
name
: The name of the npc.
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.
Parameters
name
: The name of the npc.
Examples
npc_run npc_mom
npc_speed
Sets the NPC's walk speed.
Parameters
name
: The name of the npc.
Examples
npc_speed npc_mom, 0.2
npc_walk
Sets the NPC's speed to the universal walk speed.
Parameters
name
: The name of the npc.
Examples
npc_walk npc_mom
npc_wander
Sets the NPC's behaviour to wander about instead of stand in place.
Parameters
name
: The name of the npc.
Examples
npc_wander npc_mom
open_shop
Open the shop menu for a NPC.
Parameters
npc_slug
: Either "player" or npc slug name (e.g. "npc_maple").menu
: Either "buy", "sell" or "both". Default is "both". (optional)
Examples
open_shop npc_maple
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 underresources/animations/tileset
.duration
: The amount of time in seconds between each frame.loop
: Whether or not to loop the animation. Can be eitherloop
ornoloop
to loop the animation.position
: The position to draw the animation. Can either be anx,y
coordinate orplayer
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
, ordown
.
Examples
player_face left
player_face up
player_sprite
Check the player's sprite
Parameters
sprite
: slug of the sprite
Examples
is player_sprite adventurer
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 the current value of a game variable to the console. If no variable is specified, print out values of all game variables.
Parameters :
variable
: Prints out the value of this variable (optional)
Examples
print
print name_variable
quit
Completely quit the game.
Parameters
None
Examples
quit
random_battle
Start random battle with a random npc with a determined number of monster in a certain range of levels.
Parameters
nr_txmns
: Number of tuxemon (1 to 6).min_level
: Minimum level of the party.max_level
: Maximum level of the party.
Examples
random_battle 6,1,99
random_encounter
Randomly start a battle based on the encounter group looked up via the encounter_id
. Encounter groups contain a list of monsters that can be encountered as well as their level and encounter rate. In most circumstances you will pair this action with the 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 underresources/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
Randomly choose an integer between 2 numbers (inclusive), and set the key in the player.game_variables dictionary to be this value. For example, 'random_integer xyz,1,6' will set the value of the game variable 'xyz' to be either 1, 2, 3, 4, 5, or 6.
Parameters
variable
: Name of the variable.lower_bound
: Lower bound of range to return an integer between (inclusive)upper_bound
: Upper bound of range to return an integer between (inclusive)
Examples
random_integer name_variable,1,9
random_monster
Add a random monster to the specified trainer's party.
Parameters
monster_level
: Level of the added monster.trainer_slug
: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)exp_mod
: Experience modifier. (optional)money_mod
: Money modifier. (optional)
Examples
random_monster 10
random_monster 10,npc_maple
random_monster 10,npc_maple,10,27
remove_contacts
Remove contact from the app (Nu Phone).
Parameters :
slug
: slug name (e.g. "npc_maple").
Examples
remove_contacts npc_maple
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 underresources/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
Open the monster menu and text input screens to rename a selected monster.
Parameters
None
Examples
rename_monster
rename_player
Open the text input screen to rename the player.
Parameters
None
Examples
rename_player
rumble
Rumble available controllers with rumble support.
Parameters
duration
: Time in seconds to rumble for.power
: Percentage of power to rumble.
Examples
rumble duration,power
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 the key in the player.battle_history dictionary.
Parameters
character
: Npc slug name (e.g. "npc_maple").result
: One among "won", "lost" or "draw"
Examples
set_battle npc_maple,won
set_code
Set a code and checks if it's correct or not. Case Sensitive: ATTENTION and AtTenTION are two different words.
Parameters
question
: The question the player needs to reply. (eg. "access_code") then you create the msgid "access_code" inside the English PO file, as follows: msgid "access_code" and msgstr "Here the actual question?"answer
: The right answer to the question.variable
: Where the result (right/wrong) is saved.
Examples
set_code access_code,joke,name_variable
set_economy
Set the economy (prices of items) of the npc or player.
Parameters
npc_slug
: Either "player" or npc slug name (e.g. "npc_maple").economy_slug
: Slug of an economy.
Examples
set_economy spyder_shopkeeper,spyder_candy_scoop
set_kennel_visible
Set the kennel visible or hidden.
From hidden to visible: set_kennel_visible name_kennel,true From visible to hidden: set_kennel_visible name_kennel,false
Parameters
kennel
: Name of the kennel.visible
: true/false.
Examples
set_kennel_visible name_kennel,true
set_kennel_visible name_kennel,false
set_kennel
Create a new kennel. If the kennel is visible, then it's advisable to create a msgid in the en_US PO file.
msgid "kennel_name" msgstr "Kennel Name"
Parameters
kennel
: Name of the kennel.visible
: true/false.
Examples
set_kennel new_kennel,true
set_money
Set the key and value in the money dictionary. It'll reset the previous amount.
Parameters
slug
: Slug name (e.g. player or NPC, etc.).amount
: Amount of money
Examples
set_money player,500
set_monster_flair
Set a monster's flair to the given value.
Parameters
slot
: Slot of the monster in the party.category
: Category of the monster flair.flair
: Name of the monster flair.
Examples
set_monster_flair 1,category,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
Change the level of a monster in the current player's party.
Parameters
level
: Number of levels to add. Negative numbers are allowed.slot
: Slot of the monster in the party. If no slot is specified, all monsters are leveled. (optional)
Examples
set_monster_status 5,1
set_monster_status
Change the status of a monster in the current player's party.
Parameters
slot
: Slot of the monster in the party. If no slot is specified, all monsters are modified. (optional)status
: Status to set. If no status is specified, the status is cleared.
Examples
set_monster_status 1,status_blinded
set_npc_attribute
Set the given attribute of the npc to the given value.
Parameters
npc_slug
: Either "player" or npc slug name (e.g. "npc_maple").attribute
: Name of the attribute.value
: Value of the attribute.
Examples
set_player_attribute npc_maple,attribute,value
set_player_attribute
Set the given attribute of the player character to the given value.
Parameters
attribute
: Name of the attribute.value
: Value of the attribute.
Examples
set_player_attribute attribute,value
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
sprite
: must be inside mods/tuxemon/sprites, eg: adventurer_brown_back.png -> adventurercombat_front
: must be inside mods/tuxemon/gfx/sprites/player, eg: adventurer.png -> adventurer (optional)
Examples
set_player_template adventurer,adventurer
set_tuxepedia
Set the key and value in the Tuxepedia dictionary.
Parameters
monster_slug
: Monster slug name (e.g. "rockitten").string
: seen / caught
Examples
set_tuxepedia rockitten,caught
set_variable
Sets an arbitrary variable to a particular value. This action is good for seeing if battles with NPCs have been fought or not. These variables are also saved when the player saves the game.
Also used to set the environment.
Parameters
variable_name:value
: A key, value pair of thevariable_name
to set withvalue
.
Examples
set_variable battle_won:yes
set_variable talked_to_prof:true
set_variable environment:grass
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
npc_slug
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
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 inresources/db/npc
.
Examples
start_battle npc_maple
start_cinema_mode
Start cinema mode by animating black bars to narrow the aspect ratio.
Parameters
None
Examples
start_cinema_mode
stop_cinema_mode
Stop cinema mode by animating black bars back to the normal aspect ratio.
Parameters
None
Examples
stop_cinema_mode
store_monster
Store a monster in a box. Save the player's monster with the given instance_id to the named storage box, removing it from the player party.
Parameters
monster_id
: Id of the monster to store.box
: An existing box where the monster will be stored. (optional)
Examples
store_monster name_variable
store_monster name_variable,name_kennel
teleport_faint
Teleport the player to the point in the teleport_faint variable. Usually used to teleport to the last visited Tuxcenter, as when all monsters in the party faint.
Parameters
None
Examples
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
Performs a mathematical transaction on the player's money.
Parameters
transaction
: Operator symbol.amount
: Amount of money.slug
: Slug name (e.g. NPC, etc.) (optional)
Examples
transfer_money +,100,npc_mom
(player gets 100 from mom)transfer_money -,100,npc_mom
(mom gets 100 from player)transfer_money +,100
(player gets 100)
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:
${{name}}
- The current player's name.
Parameters
dialog_key
: The translated text for a given key found inresources/db/locale/<locale>.json
to display in a dialog window.parameters
: Optional comma-separatedvar=value
parameters to replace variables in the translation text. Thevalue
can either be text or a key found inresources/db/locale/<locale>.json
.
Examples
translated_dialog received_x,name=a brand new car!
translated_dialog received_x,name=item_potion
translated_dialog combat_fainted,name=${{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
monster_id
: The id of the monster to pull (variable).trainer
: Slug of the trainer that will receive the monster. It defaults to the current player.
Examples
withdraw_monster monster_id[,trainer_slug]