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 a character has fought against another one and won, lost or draw.
Parameters
fighter
: Npc slug name (e.g. "npc_maple").outcome
: One among "won", "lost" or "draw".opponent
: Npc slug name (e.g. "npc_maple").
Examples
is battle_is player,won,npc_maple
(has player won against npc_maple in the last fight?)
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
char_at
Check to see if the character is at the condition position on the map.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
is char_at Maple
char_defeated
Check to see the character has at least one tuxemon, and all tuxemon in their party are defeated.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
is char_defeated player
char_exists
Check to see if a character object exists in the current list of NPCs.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
not char_exists npc_maple
char_facing
Check to see where a character is facing.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").direction
: One of "up", "down", "left" or "right".
Examples
is char_facing npc_maple,up
not char_facing npc_maple,down
char_facing_char
Check to see the character is next to and facing a particular character.
Parameters
character1
: Either "player" or npc slug name (e.g. "npc_maple").character2
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
is char_facing_char npc_maple,player
char_facing_tile
Check to see if a character is facing a tile position.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
is char_facing_tile npc_maple
char_in
Check to see if the character is at the condition position on a specific set of tiles.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").value
: value (eg surfable) inside the tileset.
Examples
is char_in npc_maple,surfable
char_moved
Check to see the character has just moved into this tile. Using this condition will prevent a condition like "char_at" from constantly being true every single frame.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
is char_moved player
char_sprite
Check the character's sprite
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").sprite
: NPC's sprite (eg maniac, florist, etc.)
Examples
is char_sprite player,adventurer
check_char_parameter
Check the parameter's value of the character against a given value.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").parameter
: Name of the parameter to check (eg. "name", "steps", etc.).value
: Given value to check.
Examples
is check_char_parameter player,name,alpha
check_evolution
Check to see the character has at least one tuxemon evolving. If yes, it'll save the monster and the evolution inside a list. The list will be used by the event action evolution
.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
is check_evolution player
check_mission
Check to see the player has failed or completed a mission. Check to see if a mission is still pending.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").method
: Mission or missions, "all" means all the existing missions.staths
: pending, completed or failed
Examples
is check_mission player,mission1,completed
is check_mission player,mission1,pending
is check_mission player,mission1:mission2,completed
is check_mission player,all,completed
current_state
Check to see if one or multiple state/states has/have been started or not.
Parameters
state
: Either "CombatState", "DialogState", etc
Examples
is current_state DialogState
is current_state CombatState:DialogState
has_bag
Check to see how many items are in the character's bag. It doesn't count invisible items.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").operator
: Numeric comparison operator. Accepted values areless_than
,less_or_equal
,greater_than
,greater_or_equal
,equals
andnot_equals
.value
: The value to compare the bag with.
Examples
is has_bag player,equals,5
(player's bag: 5 potions and 2 tuxeball (5 items), in this case is true because 5 = 5)is has_bag player,equals,9
(player's bag: 5 potions and 2 tuxeball (5 items), in this case is false because 9 != 5)
has_box
Check to see how many monsters are in the character's box.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").operator
: Numeric comparison operator. Accepted values areless_than
,less_or_equal
,greater_than
,greater_or_equal
,equals
andnot_equals
.value
: The value to compare the party with.box
: The box name.
Examples
is has_box player,Kennel,less_than,1
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 areless_than
,less_or_equal
,greater_than
,greater_or_equal
,equals
andnot_equals
.quantity
: Quantity to compare with. (optional)
Examples
is has_item player,potion
is has_item player,potion,greater_than,2
has_monster
Check to see if a character has a monster in its party.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").monster_slug
: Monster slug name (e.g. "rockitten").
Examples
is has_monster player,rockitten
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
location_inside
Check to see if the player is inside.
Examples
is location_inside
location_name
Check to see if the player is in a certain location name.
Parameters
technique
: Slug name. It's the name inside the maps. eg.<property name="slug" value="routeb"/>
, so slug = routeb
Examples
is location_name routeb
is location_name routea:routeb
location_type
Check to see if the player is in a certain location type.
Parameters
slug
: Slug name. Either all, notype, town, route, clinic, shop, dungeon
Examples
is location_type town
is location_type town:shop:clinic
money_is
Check to see if the player has a certain amount of money (pocket).
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").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 in the party has one of the following property.
Parameters
property
: Property of the monster to check (e.g. "level"). Valid values are: slug, level, level_reached, stage, shape, taste_cold, taste_warm, type, gender and tech.value
: Value to compare the property with.
Examples
is monster_property level,15
is monster_property gender,male
is monster_property stage,standalone
is monster_property shape,aquatic
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
once
Checks the date saved in the variables with today's date.
Parameters
timeframe
: nr of days the event stays "blocked" (eg. 1, 7, etc.)variable
: Variable where the date is stored.
Examples
set_variable variable_name:today
is once 1,variable_name
(it blocks the event for 1 day)
or
is once 7,variable_name
(it blocks the event for 7 days - 1 week)
one_of
Check to see if at least 1 among multiple values in a variable is True. If the variable does not exist it will return ``False``.
Parameters
variable
: The variable to check.values
: Value to check for (multiple values separated by ":").
Examples
is one_of stage_of_day,afternoon:dusk:morning
party_infected
Check to see how many monster are infected and stores the iids.
Parameters
value
: all, some or none.
Examples
is party_infected some
party_size
Perform a check on the player's party size. The check
parameter can be: equals
, less_than
, or greater_than
.
Parameters
operator
: Numeric comparison operator. Accepted values areless_than
,less_or_equal
,greater_than
,greater_or_equal
,equals
andnot_equals
.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
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
Check Tuxepedia's progress.
Parameters
operator
: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".percentage
: Number between 0.1 and 1.0total
: Total, by default the total number of tuxemon.
Examples
is tuxepedia less_than,0.2
is tuxepedia less_than,0.2,10
variable_is
Check an operation over a variable.
Parameters
value1
: Either a variable or a number.operation
: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".value2
: Either a variable or a number.
Examples
is variable_is [value1],operator,[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_collision
Adds a collision defined by a specific label. With numbers, it blocks a specific tile.
Parameters
label
: Name of the obstacle.coord
: Coordinates map (single coordinate). (optional)
Examples
add_collision obstacle,6,8
add_collision wall
(in this case must exist a collision zone in the .tmx file)
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
: Monster slug to look up in the monster database or name variable where it's stored the mon_slug.quantity
: Quantity of the item to add or to reduce. By default it is 1. (optional)trainer_slug
: Slug of the trainer that will receive the item. It defaults to the current player. (optional)
Examples
add_item hatchet
add_item hatchet,2
add_item hatchet,2,npc_maple
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
add_tech
Adds a tech to a specific monster.
Parameters
monster_id
: Id of the monster (name of the variable).technique
: Slug of the technique (e.g. "bullet").power
: Power between 0.0 and 3.0. (optional)potency
: Potency between 0.0 and 1.0. (optional)accuracy
: Accuracy between 0.0 and 1.0. (optional)npc_slug
: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)
Examples
get_player_monster name_variable
add_tech name_variable,bullet
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_name
: The name of the event whose actions should be executed.
Examples
call_event name_event
change_bg
Change the background.
Parameters
background
:- it can be the name of the file (see below note)
- it can be a RGB color separated by ":" (eg 255:0:0)
image
: monster_slug or template_slug or path- if path, then "gfx/ui/background/"
- if template (eg. ceo) in "gfx/sprites/player"
- note: the background or image (if not monster or template) must be inside the folder (gfx/ui/background/)
- background size: 240x160
Examples
change_bg gradient_blue,rockitten
change_bg gradient_blue,ceo
change_bg gradient_blue
change_bg
(stop)
change_state
Change to the specified state.
Parameters
state_name
: The state name to switch to (e.g. PCState).optional
: Variable related to specific states (eg slug for JournalInfoState). (optional)
Examples
change_state PCState
change_state JournalInfoState,rockitten
char_face
Make the character face a certain direction.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").direction
: Direction to make the character's face. Can be set to:left
,right
,up
, ordown
.
Examples
char_face player,down
char_face npc_maple,right
char_look
Make a character look around.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").frequency
: Frequency of movements. 0 to stop looking. If set to a different value it will be clipped to the range [0.5, 5]. If not passed the default value is 1.directions
: the direction the npc is going to look, by default all. (optional)
Examples
char_look character
char_look character,,right:left
char_move
Relative tile movement for character.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
char_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1
char_plague
Set the character as infected, inoculated or healthy.
Parameters
condition
: Infected, inoculated or healthy.character
: Either "player" or npc slug name (e.g. "npc_maple"). (optional)
Examples
char_plague infected,npc_maple
char_run
Set the character movement speed to the global run speed.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
char_run npc_mom
char_speed
Set the character movement speed to a custom value.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").speed
: Speed amount.
Examples
char_speed npc_mom,0.2
char_stop
Make the character stop moving.
Parameters -
Examples
char_stop
char_walk
Set the character movement speed to the global walk speed.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
char_walk npc_mom
char_wander
Make a character wander around the map.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").frequency
: Frequency of movements. 0 to stop wandering. If set to a different value it will be clipped to the range [0.5, 5]. If not passed the default value is 1.t_bound
: Coordinates top_bound vertex (e.g. 5,7)b_bound
: Coordinates bottom_bound vertex (e.g. 7,9)
Examples
char_wander npc_maple
char_wander npc_maple,,5,7,7,9
choice_item
Ask the player to make a choice among items.
Parameters
choices
: List of possible choices (item slugs eg: potion:tea), separated by a colon ":".variable
: Variable to store the result of the choice.
Examples
choice_monster potion:tea,name_variable
choice_monster
Ask the player to make a choice among monsters.
Parameters
choices
: List of possible choices (monster slugs eg: rockitten:apeoro), separated by a colon ":".variable
: Variable to store the result of the choice.
Examples
choice_monster apeoro:rockitten,name_variable
choice_npc
Ask the player to make a choice among NPCs.
Parameters
choices
: List of possible choices (npc slugs eg: maple:billie), separated by a colon ":".variable
: Variable to store the result of the choice.
Examples
choice_monster billie:maple,name_variable
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.behavior
: The NPC's movement behavior. Currently not implemented.
Examples
create_npc Maple,2,3
create_npc Pine,1,6,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
evolution
Checks, asks and evolves. It's the action responsible for evolving monster when one or more conditions are met. It's advisable to use it with the condition is/not check_evolution player
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
evolution player
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_party_monster
Saves all the iids (party) in variables. Names are saved in game variables: iid_slot_{index}
. Where index is the position in the party (the 1st one is 0, 2nd one is 1, etc.)
Parameters
npc_slug
: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)
Examples
get_party_monster
get_party_monster npc_maple
get_player_monster
Select a monster in the player party and store its id in a variable.
It allows filtering: slug, gender, evolution_stage, element, shape, taste_warm, taste_cold, level, weight, height, max_hp, current_hp, armour, dodge, melee, ranged and speed.
For the definition: level, weight, height, max_hp, current_hp, armour, dodge, melee, ranged and speed (all numeric values) is necessary to use a numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
Note:
- let's say a player doesn't has no options, then the variable will result as: name_variable:no_option
- let's say a player has options, but clicks return, then the variable will result as: name_variable:no_choice
Parameters
variable_name
: Name of the variable where to store the monster id.filter_name
: the name of the first filter (optional)value_name
: the actual value to filter (optional)extra
: used to filter more (optional)
Examples
get_player_monster name_variable
get_player_monster name_variable,speed,more_than,50
get_player_monster name_variable,level,less_than,15
get_player_monster name_variable,shape,serpent
get_player_monster name_variable,shape,serpent
load_game
Loads the game. If the index parameter is absent, then it'll load slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3)
Parameters
index
: Selected index. (optional)
Examples
load_game
(it's going to load slot4.save)load_game 0
(it's going to load slot1.save)
lock_controls
Lock player controls.
Parameters
None
Examples
lock_controls
Enable/disable one or more menu.
Parameters
act
: enable or disablemenu
: specific menu (menu_monster, menu_bag, menu_player, exit, menu_options, menu_save, menu_load, menu_missions) without specification, everything disabled
Examples
menu disable,menu_bag
modify_monster_stats
Change the stats of a monster in the current player's party.
Parameters
variable
: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched. (Optional)stat
: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional)amount
: A/an float/int value, if no amount, then default 1 (+). (Optional)
Examples
modify_monster_stats
modify_monster_stats ,,0.25
modify_monster_stats name_variable,speed,25
modify_monster_stats name_variable,dodge,-12
modify_monster_stats name_variable,dodge,-0.4
modify_char_attribute
Modify the given attribute of the character by modifier. By default this is achieved via addition, but prepending a '%' will cause it to be multiplied by the attribute.
Parameters
character
: 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_char_attribute character,attribute,value
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
pathfind_to_player
Pathfind NPC close the player.
Parameters
npc_slug
: Npc slug name (e.g. "npc_maple").direction
: Approaches the player from up, down, left or right.distance
: How many tiles (2, 3, 4, etc.)
Examples
pathfind_to_player spyder_route2_roddick
translated_dialog spyder_route2_roddick1
start_battle player,spyder_route2_roddick
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.
Parameters
filename
: Music file to load (slug inside the JSON in db/sound)volume
: Number between 0.0 and 1.0. (optional)loop
: How many times loop, default forever. (optional)
Examples
play_music music_mystic_island
play_sound
Plays a sound file.
Parameters
filename
: Sound file to load (slug inside the JSON in db/sound)volume
: Number between 0.0 and 1.0. (optional)
Examples
play_sound sound_confirm
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
quarantine
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way.
Parameters
value
: in or outamount
: number of monsters (optional)
Examples
quarantine out
everything out (player's party -> if full, then box)quarantine out,5
eg. box contains 30 monstersquarantine out,5
, it means 5 monsters by random
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 char_at
and char_moved
conditions.
Here is an example encounter file: resources/db/encounter/route1.json
"slug": "route1", "monsters": [ { "monster": "pairagrin", "encounter_rate": 3.5, "variable": "daytime:true", "exp_req_mod": 1, "level_range": [ 2, 4 ] },
Parameters
encounter_slug
: Slug of the encounter list.total_prob
: Total sum of the probabilities. (optional)rgb
: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
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_item
Pick a random item from a list and add it to the trainer's inventory.
Parameters
item_slug
: Item name to look up in the item database (multiple items separated by ":").quantity
: Quantity of the item to add or to reduce. By default it is 1. (optional)trainer_slug
: Slug of the trainer that will receive the item. It defaults to the current player. (optional)
Examples
random_item potion:tea:revive
(adds 1 potion or tea or revive to the trainer's inventory).random_item potion:tea:revive,2
(adds 2 potions or teas or revives to the trainer's inventory).random_item potion:tea:revive,2,npc_maple
(adds 2 potions or teas or revives to the maple's inventory).random_item potion:tea:revive,,npc_maple
(adds 1 potion or tea or revive to the maple's inventory).
random_monster
Add a monster to the specified trainer's party if there is room.
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)shape
: Shape (eg. varmint, brute, etc.). (optional)evo
: Stage (eg. basic, stage1, etc.). (optional)
Examples
random_monster 10
random_monster 10,npc_maple
random_monster 10,npc_maple,10,27
random_monster 10,npc_maple,10,27,aquatic,basic
random_monster 10,npc_maple,,,brute,basic
remove_collision
Removes a collision defined by a specific label.
Parameters :
label
: Name of the obstacle.
Examples
remove_collision obstacle
(it can one added with add_collision or an existing zone in the .tmx file).
remove_contacts
Remove contact from the app (Nu Phone).
Parameters :
slug
: slug name (e.g. "npc_maple").
Examples
remove_contacts npc_maple
remove_monster
Remove a monster from the given trainer's party if the monster is there. Monster is determined by instance_id, which must be passed in a game variable.
Parameters
instance_id
: Id of the monster to remove.trainer_slug
: Slug of the trainer. If no trainer slug is passed it defaults to the current player.
Examples
get_player_monster name_variable
remove_monster name_variable
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
remove_state
Change to the specified state.
Parameters
state_name
: The state name to switch to (e.g. PCState).optional
: Variable related to specific states (eg slug for JournalInfoState).
Examples
remove_state
(it removes everything, excluding the basic ones)remove_state JournalInfoState
(it removes everything, excluding the basic ones)
rename_monster
Open the text input screen to rename the monster.
Parameters
variable
: Name of the variable where to store the monster id.
Examples
rename_monster name_variable
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
save_game
Saves the game. If the index parameter is absent, then it'll create slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3)
Parameters
index
: Selected index. (optional)
Examples
save_game
(it's going to save slot4.save)save_game 1
(it's going to save slot2.save)
screen_transition
Fades the screen to black and back over x
seconds.
Parameters
transition_time
: Time in seconds - default 2 (optional).rgb
: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
Examples
screen_transition 2
set_battle
Append a new element in player.battles.
Parameters
fighter
: Npc slug name (e.g. "npc_maple").result
: One among "won", "lost" or "draw"opponent
: Npc slug name (e.g. "npc_maple").
Examples
set_battle player,won,npc_maple
(player won against npc_maple)
set_bubble
Put a bubble above player sprite.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").bubble
: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks
Examples
set_bubble spyder_shopassistant
(remove bubble NPC)set_bubble spyder_shopassistant,note
(set bubble NPC)set_bubble player,note
(set bubble player)set_bubble player
(remove bubble player)
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
character
: 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_layer
Allows to change the color of the transparent layer.
Parameters
rgb
: color (eg red > 255,0,0,128 > 255:0:0:128) - default transparent
Examples
set_layer 255:0:0:128
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_mission
Set mission.
Parameters
slug
: slug missionoperation
: add, remove or changestatus
: completed, pending, failed (default pending)character
: slug name (e.g. "npc_maple"), default player.
Examples
set_mission mission1
set_mission mission1,change,completed
set_monster_flair
Set a monster's flair to the given value.
Parameters
variable
: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed.category
: Category of the monster flair.flair
: Name of the monster flair.
Examples
get_player_monster name_variable
set_monster_flair name_variable,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
variable
: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed. (optional)health
: A float value between 0 and 1, which is the percent of max hp to be restored to. A int value, which is the number of HP to be restored to. If no health is specified, the hp is maxed out. (optional)
Examples
set_monster_health
(heals all the monsters in the party)
or
get_player_monster name_variable
set_monster_health name_variable,1
set_monster_level
Change the level of a monster in the current player's party.
Parameters
variable
: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. (optional)levels_added
: Number of levels to add. Negative numbers are allowed. Default 1. (optional)
Examples
set_monster_level
(all the monsters in the party level up by 1)
or
get_player_monster name_variable
set_monster_level name_variable,1
set_monster_plague
Cure or infect a monster.
Parameters
variable
: Name of the variable where to store the monster id. If no variable is specified, all monsters get the condition. (optional)condition
: inoculated, healthy or infected, default healthy (optional)
Examples
set_monster_plague
(all the monsters in the party are healthy)
or
get_player_monster name_variable
set_monster_plague name_variable,infected
set_monster_status
Change the status of a monster in the current player's party.
Parameters
variable
: Name of the variable where to store the monster id. If no variable is specified, all monsters get/lose status.. (optional)status
: Inoculated, healthy or infected, default healthy (optional)
Examples
set_monster_status
(all the monsters in the party lose their status)
or
get_player_monster name_variable
set_monster_status name_variable,status_blinded
set_char_attribute
Set the given attribute of the character to the given value.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").attribute
: Name of the attribute.value
: Value of the attribute.
Examples
set_char_attribute character,attribute,value
set_party_status
Records important information about all monsters in the party (eg average level of the party, etc.)
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
set_party_status player
set_player_name
Set player name without opening the input screen.
Parameters
choice
: Single name or multiple names separated by ":" (random choice). NB: the names must be in the en_US PO file.
Examples
set_player_name jimmy
set_player_name jimmy:richard:linus
(random choice among jimmy, richard and linus)
set_random_variable
Set the key in the player.game_variables dictionary with a random value.
Parameters
variable
: Name of the variable.values
: Multiple values of the variable separated with ":".
Examples
set_random_variable alpha,one:two:three
(variable "alpha" can be "alpha:one" or "alpha:two" or "alpha:three").
set_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
character
: Either "player" or npc slug name (e.g. "npc_maple").sprite
: must be inside mods/tuxemon/sprites (default = original), eg: adventurer_brown_back.png -> adventurercombat_front
: must be inside mods/tuxemon/gfx/sprites/player, eg: adventurer.png -> adventurer (optional)
Examples
set_template player,adventurer,adventurer
set_tuxepedia
Set the key and value in the Tuxepedia dictionary.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").monster_slug
: Monster slug name (e.g. "rockitten").label
: seen / caught
Examples
set_tuxepedia player,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
set_variable whatever:today
: whatever stores today's date (use in combination with conditiononce
)
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
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
spawn_monster
start_battle
Start a battle between two characters and switch to the combat module.
Parameters
character1
: Either "player" or character slug name (e.g. "npc_maple").character2
: Either "player" or character slug name (e.g. "npc_maple").
Examples
start_battle player,npc_maple
start_battle npc_maple,npc_apple
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
get_player_monster name_variable
then:
store_monster name_variable
or
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
trading
Select a monster in the player party and trade. It's advisable to use it with the condition not has_monster monster_slug
.
Parameters
removed
: Instance id (name variable).added
: Slug monster.
Examples
get_player_monster name_variable
then
trading name_variable,nut
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 - default 2. (optional)rgb
: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
Examples
teleport map2.tmx,1,6,1.5
teleport room1.tmx,8,1,4
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
Open a dialog window with translated text according to the passed translation key. Parameters passed to the translation string will also be checked if a translation key exists.
Parameters
text
: The msgid in the PO file.avatar
: If it is a number, the monster is the corresponding monster slot in the player's party. If it is a string, we're referring to a monster by name.style
: a predefined style in db/dialogue/dialogue.json
Examples
translated_dialog msgid
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
wild_encounter
Start an encounter with a single wild monster.
Parameters
monster_slug
: Monster slug.monster_level
: Level of monster.exp_mod
: Experience modifier. (optional)mon_mod
: Money modifier. (optional)env
: Environment (grass default) -> Battle Terrain (optional)rgb
: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
Examples
wild_encounter rockitten,5
wild_encounter rockitten,5,2,2,desert
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
get_player_monster name_variable
then
withdraw_monster name_variable
or
withdraw_monster name_variable,npc_maple
Variables
The following are the "main" variables generated by the game and these can be useful to trigger specific events.
These can be used with the condition:
is variable_set name_variable:result_variable
battle_last_monster_name
name of the last monster fought.battle_last_monster_level
level of the last monster fought.battle_last_monster_type
type of the last monster fought.battle_last_monster_category
category of the last monster fought.battle_last_monster_shape
shape of the last monster fought.
trainer battles:
battle_last_trainer
slug of the last trainer fought
battles PC vs NPC (eg player vs npc_maple or npc_maple vs player)
battle_last_result
: the result can bewon
ordraw
battles NPC vs NPC (eg npc_maple vs npc_apple) or PC vs NPC (eg player vs npc_maple or npc_maple vs player)
battle_last_loser
slug of the last trainer fought ("player" for the player)battle_last_winner
slug of the last trainer fought ("player" for the player)
weekday
tracks the day of the week (Monday, Tuesday, etc.)hour
tracks the hourday_of_year
tracks the days in a year (1 to 365/366)year
tracks the yearleap_year
the result can betrue
orfalse
daytime
the result can betrue
orfalse
(true
between from 06:00 to 18:00,false
during the rest of the day).stage_of_day
the result can bedawn
(from 4 to 8),morning
(from 8 to 12),afternoon
(from 12 to 16),dusk
(from 16 to 20) ornight
(from 20 to 04).season
the result can bewinter
,spring
,summer
orautumn
gender_choice
the result can begender_male
orgender_female
, depending on the player's choice at the beginning. Useful to create different events for gender.
party_level_lowest
the result shows the lowest level in the player's party (weakest monster).party_level_highest
the result shows the highest level in the player's party (strongest monster).party_level_average
the result shows the average level in the player's party.
Examples
Battle
Let's say you want to trigger different events based on the output of the fight:
is variable_set battle_last_result:won
or
is variable_set battle_last_result:lost
Date
Let's say you want to trigger an event in a specific date (mom's birthday, anniversary, etc.), eg. on the 25th May (day nr 145 or 146 if leap year or not):
is variable_set day_of_year:146
is variable_set leap_year:true
or
is variable_set day_of_year:145
is variable_set leap_year:false
but if the specific date is before (included) the 28th February (day nr 59):
is variable_set day_of_year:59
Season
Let's say you want to grant access to a location only in summer:
is variable_set season:summer
Stage of the day
Let's say you want to block the access during the night:
not variable_set stage_of_day:night
while if you want to grant the access only during the night:
is variable_set stage_of_day:night
Steps Countdown
Let's say you want to trigger an event after 1234 steps:
set_variable steps_whatever:1234
steps_
followed by your variable whatever
.
is variable_is steps_whatever,equals,0.0
: Checking for the results, separate event.
Note: you can replace equals
with: less_than
, less_or_equal
, greater_than
, greater_or_equal
, and not_equals
.
Trading
Let's say you want to set up and event for trading monsters. You need 3 events after creating the NPC in map.
monster1
(monster desired by the NPC)monster2
(monster the NPC wants to trade in exchange)
1st: if the player has the monster
<property name="act10" value="translated_dialog dialog_npc1"/> <property name="act20" value="translated_dialog_choice yes:no,npc_willtrade"/> <property name="behav10" value="talk npc_slug"/> <property name="cond10" value="is has_monster player,monster1"/> <property name="cond20" value="not variable_set npc_hastraded:yes"/>
2nd: if the player hasn't the monster
<property name="act10" value="translated_dialog dialog_npc1"/> <property name="act20" value="translated_dialog dialog_npc_nomonster1"/> <property name="behav10" value="talk npc_slug"/> <property name="cond10" value="not has_monster player,monster1"/> <property name="cond20" value="not variable_set npc_hastraded:yes"/>
3rd: trading part
<property name="act10" value="translated_dialog dialog_npc_willtrade"/> <property name="act20" value="get_player_monster name_variable"/> <property name="act30" value="trading name_variable,traded_monster"/> <property name="act40" value="set_variable npc_hastraded:yes"/> <property name="cond10" value="is has_monster player,monster1"/> <property name="cond20" value="is variable_set npc_willtrade"/> <property name="cond30" value="not variable_set npc_hastraded"/>
Get Party Monster
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 speck,acolyte"/>
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="is variable_set battle_last_winner:npc_apple"/>
separate event, multiple endings, if no-one wins
<property name="cond1" value="is variable_set battle_last_result:draw"/>