Event Reference Action
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Adds a tech to a specific monster.
Parameters
variable
: Name of the variable where to store the monster id.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)
Examples
get_player_monster name_variable
add_tech name_variable,bullet
breeding[edit | edit source]
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[edit | edit source]
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
camera[edit | edit source]
Centers the camera on a specified NPC or the original entity.
Parameters
npc_slug
: The slug of the character to center the camera on. Defaults to None, which centers the camera on the original entity.
Examples
camera npc_slug
camera
camera_position[edit | edit source]
Move the camera on a coordinate.
Parameters
x,y
: the coordinates where the camera needs to be centered.mode
: the camera mode, either "fixed" or "free_roaming", default "fixed"
Examples
camera_position 6,9
camera_position 6,9,free_roaming
change_bg[edit | edit source]
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_taste[edit | edit source]
hanges tastes monster.
Parameters
variable
: Name of the variable where to store the monster id.taste
: Warm or cold.
Examples
change_taste name_variable,warm
change_state[edit | edit source]
Change to the specified state.
Parameters
state_name
: The state name to switch to (e.g. PCState).optional
: Variable related to specific states (e.g. variable with monster_id for MonsterInfo, monster slug for JournalInfoState and character slug for CharacterState). (Optional)
Examples
change_state PCState
change_state JournalInfoState,rockitten
char_face[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Set the entire party as infected or inoculated or healthy.
Parameters
plague_slug
: The slug of the plague to target.condition
: Infected, inoculated, or None (removes the plague from the character, indicating a healthy state). (optional)character
: Either "player" or npc slug name (e.g. "npc_maple"). (optional)
Examples
char_plague plague_slug,infected,npc_maple
char_position[edit | edit source]
Set the position of a character.
Parameters
character
: Either "player" or character slug name (e.g. "npc_maple").tile_pos_x
: X position to set the character to.tile_pos_y
: Y position to set the character to.
Examples
char_position npc_maple,6,9
char_run[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Make the character stop moving.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").
Examples
char_stop npc_mom
char_walk[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Clear the key and value in the Tuxepedia dictionary.
Parameters
monster_slug
: Monster slug name (e.g. "rockitten").
Examples
clear_tuxepedia rockitten
clear_variable[edit | edit source]
Clear the value of a variable from the game.
Parameters
variable
: The variable to clear.
Examples
clear_variable name_variable
copy_variable[edit | edit source]
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_kennel[edit | edit source]
Creates a new kennel. 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.
Examples
create_kennel new_kennel
create_npc[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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").variable
: Name of the variable where to store the monster id. If no variable is specified, all monsters get experience.evolution
: Slug of the evolution.
Examples
evolution player
evolution player,name_variable,rockat
fadeout_music[edit | edit source]
Fades out music over x
milliseconds.
Parameters
time_seconds
: Time in milliseconds to fade out the currently playing music. (optional)
Examples
fadeout_music 2
format_variable[edit | edit source]
Format the value of a variable from the game (eg. float or int).
Parameters
variable
: The variable to format.type_format
: Kind of format (float or int).
Examples
format_variable name_variable,int
format_variable name_variable,float
get_monster_tech[edit | edit source]
Select a tech among the monster's moves. It allows filtering: slug, element, range.
Parameters
variable_name
: Variable where to store the technique id.monster_id
: Variable where is stored 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_monster_tech name_variable,monster_id
get_monster_tech name_variable,monster_id,element,water
get_monster_tech name_variable,monster_id,power,less_than,1.6
get_party_monster[edit | edit source]
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[edit | edit source]
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
give_experience[edit | edit source]
Gives experience points to the monster.
Parameters
variable
: Name of the variable where to store the monster id.exp
: Name of the variable where to store the experience points or directly the number of points. Negative value will result in 0.
Examples
give_experience name_variable,steps_variable"
give_experience name_variable,420
info[edit | edit source]
Records monster's attribute values inside a game variable. It allows to record the monster's owner attribute values too.
Parameters
variable
: Name of the variable where to store the monster id.attribute
: The attribute to check (level, speed, etc.).
Examples
info name_variable,level
-> if the monster is lv 4, then it'll create a variable called: "info_level:4"info name_variable,owner_steps
-> if the owner walked 69 steps, then it'll create a variable called: "info_owner_steps:69"
input_variable[edit | edit source]
Set a code and checks if it's correct or not. The player's output will be by default lowercase.
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?"variable
: Name of the variable where to store the output.escape
: Whether the input can be closed or not. Default False.
Examples
input_variable access_code,response_question
input_variable access_code,response_question,escape
load_game[edit | edit source]
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[edit | edit source]
Lock player controls.
Parameters
None
Examples
lock_controls
[edit | edit source]
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_char_attribute[edit | edit source]
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
modify_money[edit | edit source]
Add or remove an amount of money for a wallet (slug).
Parameters
slug
: Slug name (e.g. player or NPC, etc.).amount
: Amount of money to add/remove (-/+)variable
: Name of the variable where to store the amount.
Examples
modify_money npc_maple,100
modify_money npc_maple,-50
modify_money player,,name_variable
modify_monster_bond[edit | edit source]
Add or remove an amount of money for a wallet (slug).
Parameters
variable
: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched.amount
: An int or float value, if no amount, then default 1 (int).
Examples
modify_monster_bond
modify_monster_bond name_variable,25
modify_monster_bond name_variable,-0.5
modify_monster_health[edit | edit source]
Modify the hp 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 healed.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.
Examples
modify_monster_health
modify_monster_health ,0.25
modify_monster_stats[edit | edit source]
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
open_shop[edit | edit source]
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
overwrite_tech[edit | edit source]
Overwrite / replace a technique with another.
Parameters
removed
: Name of the variable where to store the tech id.added
: Slug technique.
Examples
overwrite_tech name_variable,peck
pathfind[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Pauses the currently playing music.
Parameters
None
Examples
pause_music
play_map_animation[edit | edit source]
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 ornpc_slug
to draw the animation over the character.
Examples
play_map_animation grass,0.1,noloop,player
play_map_animation sign01,0.4,loop,33,10
play_music[edit | edit source]
Plays an audio file.
Parameters
filename
: The name of the music file to play.volume
: A value between 0.0 and 1.0 that adjusts the music volume. (optional)loop
: The number of times to loop the music. Default is to loop forever. (optional)fade_ms
: The time in milliseconds to fade in the music before reaching maximum volume. (optional)
Examples
play_music music_mystic_island
play_sound[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Quarantine or release monsters infected with a specific plague.
Parameters
plague_slug
: The slug of the plague to target.value
: "in" to quarantine infected monsters, "out" to release them.amount
: (Optional, only for "out") The number of monsters to release randomly.
Examples
quarantine plague_slug,out
everything out (player's party -> if full, then box)quarantine plague_slug,out,5
eg. box contains 30 monstersquarantine out,5
, it means 5 monsters by random
quit[edit | edit source]
Completely quit the game.
Parameters
None
Examples
quit
random_battle[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Remove contact from the app (Nu Phone).
Parameters
slug
: slug name (e.g. "npc_maple").
Examples
remove_contacts npc_maple
remove_monster[edit | edit source]
Remove a monster from the party if the monster is there.
Parameters
variable
: Name of the variable where to store the monster id.
Examples
get_player_monster name_variable
remove_monster name_variable
remove_npc[edit | edit source]
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[edit | edit source]
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)
remove_tech[edit | edit source]
Remove a specific technique from a specific monster.
Parameters
tech_id
: Name of the variable where to store the tech id.
Examples
remove_tech name_variable
rename_monster[edit | edit source]
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[edit | edit source]
Open the text input screen to rename the player.
Parameters
None
Examples
rename_player
rumble[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Fades the screen to black and back over x
seconds.
Parameters
trans_time
: Time in seconds - default 0.3 (optional).rgb
: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
Examples
screen_transition 2
set_battle[edit | edit source]
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[edit | edit source]
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_economy[edit | edit source]
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[edit | edit source]
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_layer[edit | edit source]
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_mission[edit | edit source]
Set mission.
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").slug
: slug missionoperation
: add, remove or changestatus
: completed, pending, failed (default pending)
Examples
set_mission mission1
set_mission mission1,change,completed
set_money[edit | edit source]
Set an amount of money for a specific slug.
Parameters
slug
: Slug name (e.g. player or NPC, etc.).amount
: Amount of money (>= 0) (default 0)
Examples
set_money player
set_money player,500
set_monster_attribute[edit | edit source]
Set the given attribute of the monster to the given value.
Parameters
variable
: Name of the variable where to store the monster id.attribute
: Name of the attribute.value
: Value of the attribute.
Examples
set_monster_attribute name_variable,name,jimmy
(the monster will be named jimmy)
set_monster_flair[edit | edit source]
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[edit | edit source]
Set 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[edit | edit source]
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[edit | edit source]
Set a monster's plague to the given condition. To get the mechanics going, it's crucial to know that must be a technique called 'plague_slug' (eg. spyderbite).
Parameters
variable
: Name of the variable where to store the monster id.plague_slug
: The slug of the plague to target.condition
: Infected, inoculated, or None (removes the plague from the character, indicating a healthy state). (optional)
Examples
get_player_monster name_variable
set_monster_plague name_variable,spyderbite,infected
set_monster_status[edit | edit source]
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[edit | edit source]
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_attribute[edit | edit source]
Set the given attribute of party's monsters to the given value.
Parameters
character
: Either "player" or character slug name (e.g. "npc_maple").attribute
: Name of the attribute.value
: Value of the attribute.
Examples
set_party_attribute player,name,jimmy
(all the monsters in the party will be named jimmy)
set_party_status[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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
By using default: set_template player,default
it's going to reassign the default sprite
Parameters
character
: Either "player" or npc slug name (e.g. "npc_maple").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_template player,adventurer,adventurer
set_tuxepedia[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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"). The one who is going to receive the new born.
Examples
spawn_monster
start_battle[edit | edit source]
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[edit | edit source]
Start cinema mode by animating black bars to narrow the aspect ratio. For a cinematic experience, specify the width of the horizontal and vertical black bars as a ratio of the screen resolution. For example, to achieve a 2.39:1 aspect ratio on a 1920x1080 screen, you would set the horizontal ratio to 0.42 (1920 / 1080 * (16/9 - 2.39/1)) and the vertical ratio to 0 (no vertical bars). By default only bar up and down.
Parameters
aspect_y_ratio
: The width of the horizontal black bars as a ratio of the screen resolution. Default standard cinema mode.aspect_x_ratio
: The width of the vertical black bars as a ratio of the screen resolution. Default None.
Examples
start_cinema_mode
default, bar up and downstart_cinema_mode ,2.0
bar left and rightstart_cinema_mode 2.0
bar up and downstart_cinema_mode 2.0,2.0
bar up, down, left and right
stop_cinema_mode[edit | edit source]
Stop cinema mode by animating black bars back to the normal aspect ratio.
Parameters
None
Examples
stop_cinema_mode
store_monster[edit | edit source]
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
variable
: Name of the variable where to store the monster id.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[edit | edit source]
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
trans_time
: Transition time in seconds - default 0.3.
Examples
teleport_faint
teleport_faint 6.9
teleport[edit | edit source]
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[edit | edit source]
Select a monster in the player party and trade. It's advisable to use it with the condition not has_monster monster_slug
.
Parameters
variable
: Name of the variable where to store the monster id (removed).added
: Slug monster or Name of the variable where to store the monster id (added).
Examples
get_player_monster name_variable
then
trading name_variable,nut
transfer_money[edit | edit source]
Transfer money between entities. Both entities needs to have a wallet.
Parameters
slug1
: Slug name (e.g. NPC, etc.)amount
: Amount of money.slug2
: Slug name (e.g. NPC, etc.)
Examples
transfer_money player,100,npc_mom
(player transfers 100 to mom)
transition_teleport[edit | edit source]
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.trans_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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Unlock player controls
Parameters
None
Examples
unlock_controls
unpause_music[edit | edit source]
Unpause the current (paused) music playback.
Parameters
None
Examples
pause_music
update_tile_properties[edit | edit source]
Update tile properties. Enable movement and/or the moverate. moverate 0 = not accessible. The surface keys supported are: surfable, walkable and climbable.
Parameters
label
: Name of the propertymoverate
: Value of the moverate (eg 1 equal moverate, default 1)
Examples
update_tile_properties surfable,0.5
variable_math[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Pull a monster from the given trainer's storage and puts it in their party.
Parameters
variable
: Name of the variable where to store the monster id.character
: Either "player" or npc slug name (e.g. "npc_maple"). The one who is going to receive the monster.
Examples
get_player_monster name_variable
then
withdraw_monster name_variable
or
withdraw_monster name_variable,npc_maple