Editing Event Reference

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=== battle_is ===
=== battle_is ===
Check to see if a character has fought against another one and won, lost or draw.
Check to see if the player has fought against NPC and won, lost or draw.


'''Parameters'''  
'''Parameters'''  
* <code>fighter</code>: Npc slug name (e.g. "npc_maple").
* <code>character</code>: Npc slug name (e.g. "npc_maple").
* <code>outcome</code>: One among "won", "lost" or "draw".
* <code>result</code>: One among "won", "lost" or "draw".
* <code>opponent</code>: Npc slug name (e.g. "npc_maple").


'''Examples'''  
'''Examples'''  
* <code>is battle_is player,won,npc_maple</code> (has player won against npc_maple in the last fight?)
* <code>is battle_is npc_maple,won</code>


=== button_pressed ===
=== button_pressed ===
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* <code>not button_pressed K_SPACE</code>  
* <code>not button_pressed K_SPACE</code>  


=== char_at ===
=== check_evolution ===
Check to see if the character is at the condition position on the map.
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 <code>evolution</code>.


'''Parameters'''  
'''Parameters'''  
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'''Examples'''  
'''Examples'''  
* <code>is char_at Maple</code>
* <code>is check_evolution player</code>


=== char_defeated ===
=== check_mission ===
Check to see the character has at least one tuxemon, and all tuxemon in their party are defeated.
Check to see the player has failed or completed a mission. Check to see if a mission is still pending.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>method</code>: Mission or missions, "all" means all the existing missions. 
* <code>staths</code>: pending, completed or failed   


'''Examples'''  
'''Examples'''  
* <code>is char_defeated player</code>
* <code>is check_mission player,mission1,completed</code>
* <code>is check_mission player,mission1,pending</code>
* <code>is check_mission player,mission1:mission2,completed</code>
* <code>is check_mission player,all,completed</code>


=== char_exists ===
=== current_state ===
Check to see if a character object exists in the current list of NPCs.
Check to see if one or multiple state/states has/have been started or not.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>state</code>: Either "CombatState", "DialogState", etc


'''Examples'''  
'''Examples'''  
* <code>not char_exists npc_maple</code>
* <code>is current_state DialogState</code>
* <code>is current_state CombatState:DialogState</code>


=== char_facing ===
=== has_bag ===
Check to see where a character is facing.
Check to see how many items are in the character's bag. It doesn't count invisible items.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>direction</code>: One of "up", "down", "left" or "right".
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>value</code>: The value to compare the bag with.


'''Examples'''  
'''Examples'''  
* <code>is char_facing npc_maple,up</code>
* <code>is has_bag player,equals,5</code> (player's bag: 5 potions and 2 tuxeball (5 items), in this case is true because 5 = 5)
* <code>not char_facing npc_maple,down</code>
* <code>is has_bag player,equals,9</code> (player's bag: 5 potions and 2 tuxeball (5 items), in this case is false because 9 != 5)


=== char_facing_char ===
=== has_box ===
Check to see the character is next to and facing a particular character.
Check to see how many monsters are in the character's box.


'''Parameters'''  
'''Parameters'''  
* <code>character1</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>character2</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>value</code>: The value to compare the party with.
* <code>box</code>: The box name.


'''Examples'''  
'''Examples'''  
* <code>is char_facing_char npc_maple,player</code>
* <code>is has_box player,Kennel,less_than,1</code>


=== char_facing_tile ===
=== has_item ===
Check to see if a character is facing a tile position.
Check to see if a NPC inventory contains something.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>item</code>: The item slug name (e.g. "item_cherry").
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>quantity</code>: Quantity to compare with. (optional)


'''Examples'''  
'''Examples'''  
* <code>is char_facing_tile npc_maple</code>
* <code>is has_item player,potion</code>
* <code>is has_item player,potion,greater_than,2</code>


=== char_in ===
=== has_monster ===
Check to see if the character is at the condition position on a specific set of tiles.
Checks to see the player has a monster in his party.


'''Parameters'''
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>monster_slug</code>: The slug of the monster to check for.
* <code>value</code>: value (eg surfable) inside the tileset.


'''Examples'''  
'''Examples'''  
* <code>is char_in npc_maple,surfable</code>
* <code>is has_monster txmn_pigabyte</code>


=== char_moved ===
=== has_party_breeder ===
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.
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).
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").


'''Examples'''  
'''Examples'''  
* <code>is char_moved player</code>
* <code>is has_party_breeder</code>


=== char_sprite ===
=== has_sprite ===
Check the character's sprite
Check to see if a NPC has a specific sprite.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>sprite</code>: Sprite slug (eg. adventurer, heroine, swimmer, etc.)
* <code>sprite</code>: NPC's sprite (eg maniac, florist, etc.)


'''Examples'''  
'''Examples'''  
* <code>is char_sprite player,adventurer</code>
* <code>is has_sprite swimmer</code>


=== check_char_parameter ===
=== has_tech ===
Check the parameter's value of the character against a given value.
Check to see if the player has a technique in his party (one of the monsters).


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>technique</code>: Technique slug name (e.g. "bullet").
* <code>parameter</code>: Name of the parameter to check (eg. "name", "steps", etc.).
* <code>value</code>: Given value to check.


'''Examples'''  
'''Examples'''  
* <code>is check_char_parameter player,name,alpha</code>
* <code>is has_tech bullet</code>


=== check_evolution ===
=== location_inside ===
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 <code>evolution</code>.
Check to see if the player is inside.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").


'''Examples'''  
'''Examples'''  
* <code>is check_evolution player</code>
* <code>is location_inside</code>


=== check_max_tech ===
=== location_name ===
Check to see the player has at least one tuxemon with more than the max number of techniques in its party. If yes, then it saves automatically the monster_id and inside the dictionary event_data.
Check to see if the player is in a certain location name.


'''Parameters'''  
'''Parameters'''  
* <code>nr</code>: Number of tech, default the constant
* <code>technique</code>: Slug name. It's the name inside the maps. eg. <code><property name="slug" value="routeb"/></code>, so slug = routeb


'''Examples'''  
'''Examples'''  
* <code>is check_max_tech</code>
* <code>is location_name routeb</code>
* <code>is check_max_tech 2</code>
* <code>is location_name routea:routeb</code>


=== check_mission ===
=== location_type ===
Check to see the player has failed or completed a mission. Check to see if a mission is still pending.
Check to see if the player is in a certain location type.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>slug</code>: Slug name. Either all, notype, town, route, clinic, shop, dungeon
* <code>method</code>: Mission or missions, "all" means all the existing missions. 
* <code>staths</code>: pending, completed or failed   


'''Examples'''  
'''Examples'''  
* <code>is check_mission player,mission1,completed</code>
* <code>is location_type town</code>
* <code>is check_mission player,mission1,pending</code>
* <code>is location_type town:shop:clinic</code>
* <code>is check_mission player,mission1:mission2,completed</code>
* <code>is check_mission player,all,completed</code>


=== check_party_parameter ===
=== money_is ===
Check to see the player has failed or completed a mission. Check to see if a mission is still pending.
Check to see if the player has a certain amount of money (pocket).


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the monster attribute to check (e.g. level).
* <code>operator</code>: One of "==", "!=", ">", ">=", "<" or "<=".
* <code>value</code>: Value to check (related to the attribute) (e.g. 5 - level).
* <code>amount</code>: Amount of money.
* <code>operator</code>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>times</code>: Value to check with operator (how many times in the party?).  


'''Examples'''  
'''Examples'''  
* <code>check_party_parameter player,level,5,equals,1</code> (is there 1 monster in the party at level 5? True/False)
* <code>is money_is player,>=,500</code>


=== check_world ===
=== monster_flair ===
Check some world's parameter against a given value.  
Check to see if the given monster flair matches the expected value.


'''Parameters'''  
'''Parameters'''  
* <code>parameter</code>: Name of the parameter to check (eg. "layer", etc.).
* <code>slot</code>: Position of the monster in the player monster list.
* <code>value</code>: Given value to check.
* <code>property</code>: Category of the flair.
 
* <code>name</code>: Name of the flair.
'''Supported parameters'''
* '''layer''': color value which is used to overlay the world
* '''bubble''': speech bubble of an npc


'''Examples'''  
'''Examples'''  
* <code>is check_world</code>
* <code>to be defined</code>
* <code>is check_world layer,255:255:255:0</code>


=== current_state ===
=== monster_property ===
Check to see if one or multiple state/states has/have been started or not.
Check to see if a monster in the party has one of the following property.


'''Parameters'''  
'''Parameters'''  
* <code>state</code>: Either "CombatState", "DialogState", etc
* <code>property</code>: 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.
* <code>value</code>: Value to compare the property with.


'''Examples'''  
'''Examples'''  
* <code>is current_state DialogState</code>
* <code>is monster_property level,15</code>
* <code>is current_state CombatState:DialogState</code>
* <code>is monster_property gender,male</code>
* <code>is monster_property stage,standalone</code>
* <code>is monster_property shape,aquatic</code>


=== has_bag ===
=== music_playing ===
Check to see how many items are in the character's bag. It doesn't count invisible items.
Check to see if the specified music file is currently playing.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>music_file</code>: The music file to check.
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>value</code>: The value to compare the bag with.


'''Examples'''  
'''Examples'''  
* <code>is has_bag player,equals,5</code> (player's bag: 5 potions and 2 tuxeball (5 items), in this case is true because 5 = 5)
* <code>is music_playing 472452_8-Bit-Ambient.ogg</code>
* <code>is has_bag player,equals,9</code> (player's bag: 5 potions and 2 tuxeball (5 items), in this case is false because 9 != 5)


=== has_box ===
=== npc_at ===
Check to see how many monsters are in the character's box.
Check to see if the npc is inside the event's area. This event will check the event object's <code>X</code>, <code>Y</code>, <code>Width</code>, and <code>Height</code> 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 <code>x,y</code> parameter to specify a single tile location.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>name</code>: The name of the NPC.  
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>x</code>: X tile coordinates that the player is at (optional) 
* <code>value</code>: The value to compare the party with.
* <code>y</code>: Y tile coordinate that the player is at (optional)
* <code>box</code>: The box name.


'''Examples'''  
'''Examples'''  
* <code>is has_box player,Kennel,less_than,1</code>
* <code>is npc_at Maple</code> 
* <code>is npc_at Maple,4,3</code>


=== has_item ===
=== npc_exists ===
Check to see if a NPC inventory contains something.
Check to see if an NPC exists on the current map with <code>npc_name</code>.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>npc_name</code>: The name of the NPC on the current map.
* <code>item</code>: The item slug name (e.g. "item_cherry").
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>quantity</code>: Quantity to compare with. (optional)


'''Examples'''  
'''Examples'''  
* <code>is has_item player,potion</code>
* <code>not npc_exists Apple</code>
* <code>is has_item player,potion,greater_than,2</code>


=== has_monster ===
=== npc_facing_tile ===
Check to see if a character has a monster in its party.
Check to see if the npc is facing a particular tile. This event will check the event object's <code>X</code>, <code>Y</code> coordinates for the tile to check for.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>name</code>: The name of the NPC.  
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").


'''Examples'''  
'''Examples'''  
* <code>is has_monster player,rockitten</code>
* <code>is npc_facing_tile Maple</code>


=== has_party_breeder ===
=== npc_facing ===
Check to see if the character has a male and female monsters not basic (first evolution stage) in the party.
Check to see if the npc is facing: <code>up</code>, <code>down</code>, <code>left</code> or <code>right</code>.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>name</code>: The name of the NPC.   
* <code>direction</code>: Direction to check for: (<code>up</code>, <code>down</code>, <code>left</code>, <code>right</code>)


'''Examples'''  
'''Examples'''  
* <code>is has_party_breeder player</code>
* <code>is npc_facing Maple,up</code> 
* <code>not npc_facing Maple,down</code>


=== has_tech ===
=== once ===
Check to see if the player has a technique in his party (one of the monsters).
Checks the date saved in the variables with today's date.


'''Parameters'''  
'''Parameters'''  
* <code>technique</code>: Technique slug name (e.g. "bullet").
* <code>timeframe</code>: nr of days the event stays "blocked" (eg. 1, 7, etc.)
* <code>variable</code>: Variable where the date is stored.


'''Examples'''  
'''Examples'''  
* <code>is has_tech bullet</code>
* <code>set_variable variable_name:today</code> 
* <code>is once 1,variable_name</code> (it blocks the event for 1 day)
or
* <code>is once 7,variable_name</code> (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``.


=== location_inside ===
'''Parameters'''
Check to see if the player is inside.
* <code>variable</code>: The variable to check.
* <code>values</code>: Value to check for (multiple values separated by ":").


'''Examples'''  
'''Examples'''  
* <code>is location_inside</code>
* <code>is one_of stage_of_day,afternoon:dusk:morning</code>


=== location_name ===
=== party_infected ===
Check to see if the player is in a certain location name.
Check to see how many monster are infected and stores the iids.


'''Parameters'''  
'''Parameters'''  
* <code>technique</code>: Slug name. It's the name inside the maps. eg. <code><property name="slug" value="routeb"/></code>, so slug = routeb
* <code>value</code>: all, some or none.


'''Examples'''  
'''Examples'''  
* <code>is location_name routeb</code>
* <code>is party_infected some</code>
* <code>is location_name routea:routeb</code>


=== location_type ===
=== party_size ===
Check to see if the player is in a certain location type.
Perform a check on the player's party size. The <code>check</code> parameter can be: <code>equals</code>, <code>less_than</code>, or <code>greater_than</code>.


'''Parameters'''  
'''Parameters'''  
* <code>slug</code>: Slug name. Either all, notype, town, route, clinic, shop, dungeon
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>party_size</code>: The size of the party to check against.


'''Examples'''  
'''Examples'''  
* <code>is location_type town</code>
* <code>is party_size less_than,1</code>
* <code>is location_type town:shop:clinic</code>
* <code>not party_size equals,0</code> 
* <code>is party_size greater_than,4</code>


=== money_is ===
=== player_at ===
Check to see if the player has a certain amount of money (pocket).
Check to see if the player is inside the event's area. This event will check the event object's <code>X</code>, <code>Y</code>, <code>Width</code>, and <code>Height</code> 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 <code>x,y</code> parameter to specify a single tile location.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>x</code>: X tile coordinates that the player is at (optional)
* <code>operator</code>: Numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>y</code>: Y tile coordinate that the player is at (optional)
* <code>amount</code>: Amount of money or value stored in variable.


'''Examples'''  
'''Examples'''  
* <code>is money_is player,>=,500</code>
* <code>is player_at</code>
* <code>is money_is player,equals,name_variable</code> (name_variable:75)
* <code>is player_at 4,3</code>


=== monster_flair ===
=== player_defeated ===
Check to see if the given monster flair matches the expected value.
Check to see the player has at least one tuxemon, and all tuxemon in their party are defeated.


'''Parameters'''  
'''Parameters'''  
* <code>slot</code>: Position of the monster in the player monster list.
* <code>None</code>
* <code>property</code>: Category of the flair.
* <code>name</code>: Name of the flair.


'''Examples'''  
'''Examples'''  
* <code>to be defined</code>
* <code>is player_defeated</code>


=== music_playing ===
=== player_facing_npc ===
Check to see if the specified music file is currently playing.
Check to see if the player is facing an NPC with the name <code>npc_name</code>.


'''Parameters'''  
'''Parameters'''  
* <code>music_file</code>: The music file to check.
* <code>npc_name</code>: The name of the NPC on the current map.


'''Examples'''  
'''Examples'''  
* <code>is music_playing 472452_8-Bit-Ambient.ogg</code>
* <code>is player_facing_npc Apple</code>


=== once ===
=== player_facing_tile ===
Checks the date saved in the variables with today's date.
Check to see if the player is facing a particular tile. This event will check the event object's <code>X</code>, <code>Y</code> coordinates for the tile to check for.


'''Parameters'''  
'''Parameters'''  
* <code>timeframe</code>: nr of days the event stays "blocked" (eg. 1, 7, etc.)
* <code>value</code>: value (eg surfable) inside the tileset (optional)
* <code>variable</code>: Variable where the date is stored.


'''Examples'''  
'''Examples'''  
* <code>set_variable variable_name:today</code> 
* <code>is player_facing_tile</code>
* <code>is once 1,variable_name</code> (it blocks the event for 1 day)
* <code>is player_facing_tile surfable</code>
or
* <code>is once 7,variable_name</code> (it blocks the event for 7 days - 1 week)


=== one_of ===
=== player_facing ===
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``.
Check to see where an NPC is facing.


'''Parameters'''  
'''Parameters'''
* <code>variable</code>: The variable to check.
* <code>direction</code>: One of "up", "down", "left" or "right".
* <code>values</code>: Value to check for (multiple values separated by ":").


'''Examples'''  
'''Examples'''  
* <code>is one_of stage_of_day,afternoon:dusk:morning</code>
* <code>is player_facing right</code>


=== party_infected ===
=== player_in ===
Check to see how many monster are infected in the character's party.
Check to see if the player is at the condition position on a specific set of tiles.


'''Parameters'''  
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>value</code>: value (eg surfable) inside the tileset.
* <code>value</code>: all, some or none.
 
'''Examples'''
* <code>is player_in surfable</code>
 
=== 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'''
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>is party_infected some</code>
* <code>is player_moved</code>


=== party_size ===
=== to_talk ===
Check the character's party size. The <code>check</code> parameter can be: <code>equals</code>, <code>less_than</code>, or <code>greater_than</code>.
Check if we are attempting interact with a map condition tile.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>character</code>: Npc slug name (e.g. "npc_maple").
* <code>operator</code>: Numeric comparison operator. Accepted values are <code>less_than</code>, <code>less_or_equal</code>, <code>greater_than</code>, <code>greater_or_equal</code>, <code>equals</code> and <code>not_equals</code>.
* <code>party_size</code>: The size of the party to check against.


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


=== to_use_tile ===
=== to_use_tile ===
Line 475: Line 470:


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>monster_id</code>: Id of the monster (name of the variable).
* <code>technique</code>: Slug of the technique (e.g. "bullet").
* <code>technique</code>: Slug of the technique (e.g. "bullet").
* <code>power</code>: Power between 0.0 and 3.0. (optional)
* <code>power</code>: Power between 0.0 and 3.0. (optional)
* <code>potency</code>: Potency between 0.0 and 1.0. (optional)
* <code>potency</code>: Potency between 0.0 and 1.0. (optional)
* <code>accuracy</code>: Accuracy between 0.0 and 1.0. (optional)
* <code>accuracy</code>: Accuracy between 0.0 and 1.0. (optional)
* <code>npc_slug</code>: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>get_player_monster name_variable</code>
* <code>add_tech name_variable,bullet</code>
* <code>add_tech name_variable,bullet</code>
=== battles_print ===
Print the current value of battle history to the console. If no variable is specified, print out values of all battles.
'''Parameters'''
* <code>character</code>: Npc slug name (e.g. "npc_maple"). (optional)
* <code>result</code>: One among "won", "lost" or "draw". (optional)
'''Examples'''
* <code>battles_print</code>
* <code>battles_print [character,result]</code>


=== breeding ===
=== breeding ===
Line 524: Line 531:
* <code>change_bg</code> (stop)
* <code>change_bg</code> (stop)


=== change_taste ===
=== change_state ===
hanges tastes monster.
Change to the specified state.
 
'''Parameters''' 
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>taste</code>: Warm or cold.
 
'''Examples'''
* <code>change_taste name_variable,warm</code>
 
=== change_state ===
Change to the specified state.


'''Parameters'''   
'''Parameters'''   
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>optional</code>: Variable related to specific states (e.g. variable with monster_id for '''MonsterInfo''', monster slug for '''JournalInfoState''' and character slug for '''CharacterState'''). (Optional)
* <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState). (optional)


'''Examples'''  
'''Examples'''  
Line 545: Line 542:
* <code>change_state JournalInfoState,rockitten</code>
* <code>change_state JournalInfoState,rockitten</code>


=== char_face ===
=== choice_item ===
Make the character face a certain direction.
Ask the player to make a choice among items.


'''Parameters'''   
'''Parameters'''   
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>choices</code>: List of possible choices (item slugs eg: potion:tea), separated by a colon ":".
* <code>direction</code>: Direction to make the character's face. Can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.
* <code>variable</code>: Variable to store the result of the choice.


'''Examples'''  
'''Examples'''  
* <code>char_face player,down</code>
* <code>choice_monster potion:tea,name_variable</code>
* <code>char_face npc_maple,right</code>


=== char_look ===
=== choice_monster ===
Make a character look around.
Ask the player to make a choice among monsters.


'''Parameters'''  
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>choices</code>: List of possible choices (monster slugs eg: rockitten:apeoro), separated by a colon ":".
* <code>frequency</code>: 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.   
* <code>variable</code>: Variable to store the result of the choice.
* <code>directions</code>: the direction the npc is going to look, by default all. (optional)


'''Examples'''  
'''Examples'''  
* <code>char_look character</code> 
* <code>choice_monster apeoro:rockitten,name_variable</code>
* <code>char_look character,,right:left</code>


=== char_move ===
=== choice_npc ===
Relative tile movement for character.
Ask the player to make a choice among NPCs.


'''Parameters'''  
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>choices</code>: List of possible choices (npc slugs eg: maple:billie), separated by a colon ":".
* <code>variable</code>: Variable to store the result of the choice.


'''Examples'''  
'''Examples'''  
* <code>char_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1</code>
* <code>choice_monster billie:maple,name_variable</code>


=== char_plague ===
=== clear_kennel ===
Set the character as infected, inoculated or healthy.
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'''  
'''Parameters'''
* <code>condition</code>: Infected, inoculated or healthy.
* <code>kennel</code>: The kennel to clear.
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). (optional)
* <code>transfer</code>: The kennel to transfer the monsters. (optional)


'''Examples'''  
'''Examples'''  
* <code>char_plague infected,npc_maple</code>
* <code>clear_kennel name_kennel, new_kennel</code>


=== char_run ===
=== clear_tuxepedia ===
Set the character movement speed to the global run speed.
Clear the key and value in the Tuxepedia dictionary.


'''Parameters'''  
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").


'''Examples'''  
'''Examples'''  
* <code>char_run npc_mom</code>
* <code>clear_tuxepedia rockitten</code>


=== char_speed ===
=== clear_variable ===
Set the character movement speed to a custom value.
Clear the value of a variable from the game.


'''Parameters'''  
'''Parameters''' :  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>variable</code>: The variable to clear.
* <code>speed</code>: Speed amount.


'''Examples'''  
'''Examples'''  
* <code>char_speed npc_mom,0.2</code>
* <code>clear_variable name_variable</code>


=== char_stop ===
=== copy_variable ===
Make the character stop moving.
Copy the value of var2 into var1 (e.g. var1 = var 2).


'''Parameters'''  
'''Parameters''' :
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>var1</code>: The variable to copy to.
* <code>var2</code>: The variable to copy from.


'''Examples'''  
'''Examples'''  
* <code>char_stop npc_mom</code>
* <code>copy_variable new_variable,old_variable</code>


=== char_walk ===
=== create_npc ===
Set the character movement speed to the global walk speed.
Creates an NPC and places them on the current map.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>name</code>: The name of the NPC to create. This NPC should exist in <code>resources/db/npc</code> in JSON format. 
* <code>tile_pos_x</code>: The X-tile coordinate to place the NPC. 
* <code>tile_pos_y</code>: The Y-tile coordinate to place the NPC.
* <code>behavior</code>: The NPC's movement behavior. Currently not implemented.


'''Examples'''  
'''Examples'''  
* <code>char_walk npc_mom</code>
* <code>create_npc Maple,2,3</code> 
* <code>create_npc Pine,1,6,stand</code>


=== char_wander ===
=== delayed_teleport ===
Make a character wander around the map.
Set teleport information. Teleport will be triggered during screen transition. Only use this if followed by a transition.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>map_name</code>: Name of the map to teleport to.
* <code>frequency</code>: 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.
* <code>position_x</code>: X position to teleport to.
* <code>t_bound</code>: Coordinates top_bound vertex (e.g. 5,7)
* <code>position_y</code>: Y position to teleport to.
* <code>b_bound</code>: Coordinates bottom_bound vertex (e.g. 7,9)


'''Examples'''  
'''Examples'''  
* <code>char_wander npc_maple</code>
* <code>delayed_teleport cotton_town,10,10</code>
* <code>char_wander npc_maple,,5,7,7,9</code>


=== choice_item ===
=== evolution ===
Ask the player to make a choice among items.
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 <code>is/not check_evolution player</code>


'''Parameters'''
'''Parameters'''  
* <code>choices</code>: List of possible choices (item slugs eg: potion:tea), separated by a colon ":".
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>variable</code>: Variable to store the result of the choice.


'''Examples'''  
'''Examples'''  
* <code>choice_monster potion:tea,name_variable</code>
* <code>evolution player</code>


=== choice_monster ===
=== fadeout_music ===
Ask the player to make a choice among monsters.
Fades out music over <code>x</code> milliseconds.


'''Parameters'''
'''Parameters'''  
* <code>choices</code>: List of possible choices (monster slugs eg: rockitten:apeoro), separated by a colon ":".
* <code>time_seconds</code>: Time in milliseconds to fade out the currently playing music.
* <code>variable</code>: Variable to store the result of the choice.


'''Examples'''  
'''Examples'''  
* <code>choice_monster apeoro:rockitten,name_variable</code>
* <code>fadeout_music 2</code>


=== choice_npc ===
=== get_party_monster ===
Ask the player to make a choice among NPCs.
Saves all the iids (party) in variables. Names are saved in game variables: <code>iid_slot_{index}</code>. Where index is the position in the party (the 1st one is 0, 2nd one is 1, etc.)


'''Parameters'''
'''Parameters'''  
* <code>choices</code>: List of possible choices (npc slugs eg: maple:billie), separated by a colon ":".
* <code>npc_slug</code>: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)
* <code>variable</code>: Variable to store the result of the choice.


'''Examples'''  
'''Examples'''  
* <code>choice_monster billie:maple,name_variable</code>
* <code>get_party_monster</code>
* <code>get_party_monster npc_maple</code>


=== clear_kennel ===
=== get_player_monster ===
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.
Select a monster in the player party and store its id in a variable.


'''Parameters''' 
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.
* <code>kennel</code>: The kennel to clear.
* <code>transfer</code>: The kennel to transfer the monsters. (optional)


'''Examples'''
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".
* <code>clear_kennel name_kennel, new_kennel</code>


=== clear_tuxepedia ===
Note:
Clear the key and value in the Tuxepedia dictionary.
* 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'''
'''Parameters'''  
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").
* <code>variable_name</code>: Name of the variable where to store the monster id.
* <code>filter_name</code>: the name of the first filter (optional)
* <code>value_name</code>: the actual value to filter (optional)
* <code>extra</code>: used to filter more (optional)


'''Examples'''  
'''Examples'''  
* <code>clear_tuxepedia rockitten</code>
* <code>get_player_monster name_variable</code>
* <code>get_player_monster name_variable,speed,more_than,50</code>
* <code>get_player_monster name_variable,level,less_than,15</code>
* <code>get_player_monster name_variable,shape,serpent</code>
* <code>get_player_monster name_variable,shape,serpent</code>


=== clear_variable ===
=== kennel_print ===
Clear the value of a variable from the game.
Print all the kennels or one. It returns <name, qty, visible/hidden>, where *qty = number of monsters inside.


'''Parameters''' :
'''Parameters'''  
* <code>variable</code>: The variable to clear.
* <code>kennel</code>: Name of the kennel. (optional)


'''Examples'''  
'''Examples'''  
* <code>clear_variable name_variable</code>
* <code>kennel_print</code>
* <code>kennel_print name_kennel</code>


=== copy_variable ===
=== load_game ===
Copy the value of var2 into var1 (e.g. var1 = var 2).
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''' :
'''Parameters'''  
* <code>var1</code>: The variable to copy to.
* <code>index</code>: Selected index. (optional)
* <code>var2</code>: The variable to copy from.


'''Examples'''  
'''Examples'''  
* <code>copy_variable new_variable,old_variable</code>
* <code>load_game</code> (it's going to load slot4.save)
* <code>load_game 0</code> (it's going to load slot1.save)


=== create_npc ===
=== lock_controls ===
Creates an NPC and places them on the current map.
Lock player controls.


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the NPC to create. This NPC should exist in <code>resources/db/npc</code> in JSON format. 
* <code>None</code>
* <code>tile_pos_x</code>: The X-tile coordinate to place the NPC. 
* <code>tile_pos_y</code>: The Y-tile coordinate to place the NPC. 
* <code>behavior</code>: The NPC's movement behavior. Currently not implemented. 


'''Examples'''  
'''Examples'''  
* <code>create_npc Maple,2,3</code> 
* <code>lock_controls</code>
* <code>create_npc Pine,1,6,stand</code>


=== delayed_teleport ===
=== menu ===
Set teleport information. Teleport will be triggered during screen transition. Only use this if followed by a transition.
Enable/disable one or more menu.


'''Parameters'''  
'''Parameters'''  
* <code>map_name</code>: Name of the map to teleport to.
* <code>act</code>: enable or disable
* <code>position_x</code>: X position to teleport to.
* <code>menu</code>: specific menu (menu_monster, menu_bag, menu_player, exit, menu_options, menu_save, menu_load, menu_missions) without specification, everything disabled
* <code>position_y</code>: Y position to teleport to.


'''Examples'''  
'''Examples'''  
* <code>delayed_teleport cotton_town,10,10</code>
* <code>menu disable,menu_bag</code>


=== evolution ===
=== modify_monster_stats ===
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 <code>is/not check_evolution player</code>
Change the stats of a monster in the current player's party.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched. (Optional)
* <code>stat</code>: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional)
* <code>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional)


'''Examples'''  
'''Examples'''  
* <code>evolution player</code>
* <code>modify_monster_stats</code>
* <code>modify_monster_stats ,,0.25</code>
* <code>modify_monster_stats name_variable,speed,25</code>
* <code>modify_monster_stats name_variable,dodge,-12</code>
* <code>modify_monster_stats name_variable,dodge,-0.4</code>


=== fadeout_music ===
=== modify_npc_attribute ===
Fades out music over <code>x</code> milliseconds.
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'''  
'''Parameters'''  
* <code>time_seconds</code>: Time in milliseconds to fade out the currently playing music.
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute to modify.
* <code>value</code>: Value of the attribute modifier.


'''Examples'''  
'''Examples'''  
* <code>fadeout_music 2</code>
* <code>modify_npc_attribute npc_slug,attribute,value</code>


=== format_variable ===
=== modify_player_attribute ===
Format the value of a variable from the game (eg. float or int).
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'''  
'''Parameters'''  
* <code>variable</code>: The variable to format.
* <code>attribute</code>: Name of the attribute to modify.
* <code>type_format</code>: Kind of format (float or int).
* <code>value</code>: Value of the attribute modifier.


'''Examples'''  
'''Examples'''  
* <code>format_variable name_variable,int</code>
* <code>modify_player_attribute attribute,value</code>
* <code>format_variable name_variable,float</code>


=== get_monster_tech ===
=== money_print ===
Select a tech among the monster's moves. It allows filtering: slug, element, range.
Print the current value of money dictionary to the console. If no entity is specified, print out values of all money dictionary.


'''Parameters'''  
'''Parameters'''  
* <code>variable_name</code>: Variable where to store the technique id.
* <code>slug</code>: Slug name (e.g. player or NPC, etc.). (optional)
* <code>monster_id</code>: Variable where is stored the monster id.
 
* <code>filter_name</code>: the name of the first filter (optional)
* <code>value_name</code>: the actual value to filter (optional)
* <code>extra</code>: used to filter more (optional)
 
'''Examples'''  
'''Examples'''  
* <code>get_monster_tech name_variable,monster_id</code>
* <code>money_print</code>
* <code>get_monster_tech name_variable,monster_id,element,water</code>
* <code>money_print player</code>
* <code>get_monster_tech name_variable,monster_id,power,less_than,1.6</code>


=== get_party_monster ===
=== npc_face ===
Saves all the iids (party) in variables. Names are saved in game variables: <code>iid_slot_{index}</code>. Where index is the position in the party (the 1st one is 0, 2nd one is 1, etc.)
Makes the npc face a particular direction. Parameter can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.


'''Parameters'''  
'''Parameters'''  
* <code>npc_slug</code>: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)
* <code>name</code>: The name of the npc.  
* <code>direction</code>: Direction to make the player face. Can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.


'''Examples'''  
'''Examples'''  
* <code>get_party_monster</code>
* <code>npc_face Maple,left</code>
* <code>get_party_monster npc_maple</code>
* <code>npc_face Pine,up</code>


=== get_player_monster ===
=== npc_look ===
Select a monster in the player party and store its id in a variable.
Make an NPC look around.


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.
'''Parameters'''
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>frequency</code>: 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.   
* <code>directions</code>: the direction the npc is going to look, by default all. (optional)


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".
'''Examples'''
* <code>npc_look npc_slug</code> 
* <code>npc_look npc_slug,,right:left</code>


Note:
=== npc_move ===
* let's say a player doesn't has no options, then the variable will result as: name_variable:no_option
Determines the NPC's movement behaviour.
* let's say a player has options, but clicks return, then the variable will result as: name_variable:no_choice


'''Parameters'''  
'''Parameters'''  
* <code>variable_name</code>: Name of the variable where to store the monster id.
* <code>name</code>: The name of the npc.
* <code>filter_name</code>: the name of the first filter (optional)
* <code>value_name</code>: the actual value to filter (optional)
* <code>extra</code>: used to filter more (optional)


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>npc_move spyder_homemakerpapertown, down 1, right 1, up 1, left 1</code>
* <code>get_player_monster name_variable,speed,more_than,50</code>
 
* <code>get_player_monster name_variable,level,less_than,15</code>
=== npc_plague ===
* <code>get_player_monster name_variable,shape,serpent</code>
Set the NPC as infected, inoculated or healthy.
* <code>get_player_monster name_variable,shape,serpent</code>
 
=== give_experience ===
Gives experience points to the monster.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>condition</code>: Infected, inoculated or healthy
* <code>exp</code>: Name of the variable where to store the experience points or directly the number of points. Negative value will result in 0.
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple"). (optional)


'''Examples'''  
'''Examples'''  
* <code>give_experience name_variable,steps_variable"</code>
* <code>npc_plague spyder_homemakerpapertown</code>
* <code>give_experience name_variable,420</code>


=== info ===
=== npc_run ===
Records monster's attribute values inside a game variable. It allows to record the monster's owner attribute values too.
Sets the NPC's speed to the universal run speed.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>name</code>: The name of the npc.
* <code>attribute</code>: The attribute to check (level, speed, etc.).


'''Examples'''  
'''Examples'''  
* <code>info name_variable,level</code> -> if the monster is lv 4, then it'll create a variable called: "info_level:4"
* <code>npc_run npc_mom</code>
* <code>info name_variable,owner_steps</code> -> if the owner walked 69 steps, then it'll create a variable called: "info_owner_steps:69"


=== input_variable ===
=== npc_speed ===
Set a code and checks if it's correct or not. The player's output will be by default lowercase.
Sets the NPC's walk speed.  


'''Parameters'''  
'''Parameters'''  
* <code>question</code>: 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?"
* <code>name</code>: The name of the npc.
* <code>variable</code>: Name of the variable where to store the output.
* <code>escape</code>: Whether the input can be closed or not. Default False.


'''Examples'''  
'''Examples'''  
* <code>input_variable access_code,response_question</code>
* <code>npc_speed npc_mom, 0.2</code>
* <code>input_variable access_code,response_question,escape</code>


=== load_game ===
=== npc_walk ===
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)
Sets the NPC's speed to the universal walk speed.  


'''Parameters'''  
'''Parameters'''  
* <code>index</code>: Selected index. (optional)
* <code>name</code>: The name of the npc.  


'''Examples'''  
'''Examples'''  
* <code>load_game</code> (it's going to load slot4.save)
* <code>npc_walk npc_mom</code>
* <code>load_game 0</code> (it's going to load slot1.save)


=== lock_controls ===
=== npc_wander ===
Lock player controls.
Sets the NPC's behaviour to wander about instead of stand in place.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>npc_slug</code>: Npc slug name (e.g. "npc_maple").
* <code>frequency</code>: 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.
* <code>t_bound</code>: Coordinates top_bound vertex (e.g. 5,7)
* <code>b_bound</code>: Coordinates bottom_bound vertex (e.g. 7,9)


'''Examples'''  
'''Examples'''  
* <code>lock_controls</code>
* <code>npc_wander npc_maple</code>
* <code>npc_wander npc_maple,,5,7,7,9</code>


=== menu ===
=== open_shop ===
Enable/disable one or more menu.
Open the shop menu for a NPC.


'''Parameters'''  
'''Parameters'''  
* <code>act</code>: enable or disable
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>menu</code>: specific menu (menu_monster, menu_bag, menu_player, exit, menu_options, menu_save, menu_load, menu_missions) without specification, everything disabled
* <code>menu</code>: Either "buy", "sell" or "both". Default is "both". (optional)


'''Examples'''  
'''Examples'''  
* <code>menu disable,menu_bag</code>
* <code>open_shop npc_maple</code>  


=== modify_char_attribute ===
=== pathfind ===
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.
Moves an NPC to a certain tile on the map.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>name</code>: The name of the NPC to be moved.
* <code>attribute</code>: Name of the attribute to modify.
* <code>tile_pos_x</code>: The X-tile coordinate to have the NPC to walk to.
* <code>value</code>: Value of the attribute modifier.
* <code>tile_pos_y</code>: The Y-tile coordinate to have the NPC to walk to.    


'''Examples'''  
'''Examples'''  
* <code>modify_char_attribute character,attribute,value</code>
* <code>pathfind Maple,2,3</code>
* <code>pathfind Pine,1,6</code>


=== modify_money ===
=== pathfind_to_player ===
Add or remove an amount of money for a wallet (slug).
Pathfind NPC close the player.


'''Parameters'''  
'''Parameters'''  
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>npc_slug</code>: Npc slug name (e.g. "npc_maple").
* <code>amount</code>: Amount of money to add/remove (-/+)
* <code>direction</code>: Approaches the player from up, down, left or right.
* <code>variable</code>: Name of the variable where to store the amount.
* <code>distance</code>: How many tiles (2, 3, 4, etc.)


'''Examples'''  
'''Examples'''  
* <code>modify_money npc_maple,100</code>
* <code>pathfind_to_player spyder_route2_roddick</code>  
* <code>modify_money npc_maple,-50</code>
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>modify_money player,,name_variable</code>
* <code>start_battle spyder_route2_roddick</code>  


=== modify_monster_bond ===
=== pause_music ===
Add or remove an amount of money for a wallet (slug).
Pauses the currently playing music.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched.
* <code>None</code>
* <code>amount</code>: An int or float value, if no amount, then default 1 (int).


'''Examples'''
'''Examples'''  
* <code>modify_monster_bond</code>
* <code>pause_music</code>
* <code>modify_monster_bond name_variable,25</code>
* <code>modify_monster_bond name_variable,-0.5</code>


=== modify_monster_health ===
=== play_map_animation ===
Modify the hp of a monster in the current player's party.
Plays an animation on the map. The <code>position</code> parameter can also be <code>player</code> if you want to draw the animation at the player's location. Loop can be either <code>loop</code> or <code>noloop</code>.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed.
* <code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>.
* <code>health</code>: 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.
* <code>duration</code>: The amount of time in seconds between each frame.
* <code>loop</code>: Whether or not to loop the animation. Can be either <code>loop</code> or <code>noloop</code> to loop the animation.
* <code>position</code>: The position to draw the animation. Can either be an <code>x,y</code> coordinate or <code>player</code> to draw the animation over the player.


'''Examples'''  
'''Examples'''  
* <code>modify_monster_health</code>
* <code>play_map_animation grass,0.1,noloop,player</code>
* <code>modify_monster_health ,0.25</code>
* <code>play_map_animation sign01,0.4,loop,33,10</code>


 
=== play_music ===
=== modify_monster_stats ===
Plays an audio file.
Change the stats of a monster in the current player's party.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched. (Optional)
* <code>filename</code>: Music file to load (slug inside the JSON in db/sound)
* <code>stat</code>: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional)
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
* <code>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional)
* <code>loop</code>: How many times loop, default forever. (optional)


'''Examples'''  
'''Examples'''  
* <code>modify_monster_stats</code>
* <code>play_music music_mystic_island</code>  
* <code>modify_monster_stats ,,0.25</code>
* <code>modify_monster_stats name_variable,speed,25</code>
* <code>modify_monster_stats name_variable,dodge,-12</code>
* <code>modify_monster_stats name_variable,dodge,-0.4</code>


=== open_shop ===
=== play_sound ===
Open the shop menu for a NPC.
Plays a sound file.


'''Parameters'''  
'''Parameters'''  
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>filename</code>: Sound file to load (slug inside the JSON in db/sound)
* <code>menu</code>: Either "buy", "sell" or "both". Default is "both". (optional)
* <code>volume</code>: Number between 0.0 and 1.0. (optional)


'''Examples'''  
'''Examples'''  
* <code>open_shop npc_maple</code>  
* <code>play_sound sound_confirm</code>


=== overwrite_tech ===
=== player_face ===
Overwrite / replace a technique with another.
Makes the player face a particular direction. Parameter can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.


'''Parameters'''  
'''Parameters'''  
* <code>removed</code>: Name of the variable where to store the tech id.
* <code>direction</code>: Direction to make the player face. Can be set to: <code>left</code>, <code>right</code>, <code>up</code>, or <code>down</code>.
* <code>added</code>: Slug technique.


'''Examples'''  
'''Examples'''  
* <code>overwrite_tech name_variable,peck</code>  
* <code>player_face left</code> 
* <code>player_face up</code>


=== pathfind ===
=== player_sprite ===
Moves an NPC to a certain tile on the map.
Check the player's sprite


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the NPC to be moved.
* <code>sprite</code>: slug of the sprite
* <code>tile_pos_x</code>: The X-tile coordinate to have the NPC to walk to. 
* <code>tile_pos_y</code>: The Y-tile coordinate to have the NPC to walk to.   


'''Examples'''  
'''Examples'''  
* <code>pathfind Maple,2,3</code>
* <code>is player_sprite adventurer</code>
* <code>pathfind Pine,1,6</code>


=== pathfind_to_player ===
=== player_stop ===
Pathfind NPC close the player.
Stops the player's current movement. There is currently no way to stop a player from inputting another movement after being stopped ([https://github.com/Tuxemon/Tuxemon/issues/790 issue #790])


'''Parameters'''  
'''Parameters'''  
* <code>npc_slug</code>: Npc slug name (e.g. "npc_maple").
* <code>None</code>
* <code>direction</code>: Approaches the player from up, down, left or right.
* <code>distance</code>: How many tiles (2, 3, 4, etc.)


'''Examples'''  
'''Examples'''  
* <code>pathfind_to_player spyder_route2_roddick</code>
* <code>player_stop</code>
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>start_battle player,spyder_route2_roddick</code>  


=== pause_music ===
=== print ===
Pauses the currently playing music.
Print the current value of a game variable to the console. If no variable is specified, print out values of all game variables.


'''Parameters'''  
'''Parameters''' :
* <code>None</code>
* <code>variable</code>: Prints out the value of this variable (optional)


'''Examples'''  
'''Examples'''  
* <code>pause_music</code>
* <code>print</code>
* <code>print name_variable</code> 


=== play_map_animation ===
=== quarantine ===
Plays an animation on the map. The <code>position</code> parameter can also be <code>player</code> if you want to draw the animation at the player's location. Loop can be either <code>loop</code> or <code>noloop</code>.
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way.  


'''Parameters'''  
'''Parameters'''  
* <code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>. 
* <code>value</code>: in or out
* <code>duration</code>: The amount of time in seconds between each frame. 
* <code>amount</code>: number of monsters (optional)
* <code>loop</code>: Whether or not to loop the animation. Can be either <code>loop</code> or <code>noloop</code> to loop the animation. 
* <code>position</code>: The position to draw the animation. Can either be an <code>x,y</code> coordinate or <code>npc_slug</code> to draw the animation over the character.


'''Examples'''  
'''Examples'''  
* <code>play_map_animation grass,0.1,noloop,player</code>
* <code>quarantine out</code> everything out (player's party -> if full, then box)
* <code>play_map_animation sign01,0.4,loop,33,10</code>
* <code>quarantine out,5</code> eg. box contains 30 monsters <code>quarantine out,5</code>, it means 5 monsters by random


=== play_music ===
=== quit ===
Plays an audio file.
Completely quit the game.


'''Parameters'''  
'''Parameters'''  
* <code>filename</code>: Music file to load (slug inside the JSON in db/sound)
* <code>None</code>
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
* <code>loop</code>: How many times loop, default forever. (optional)


'''Examples'''  
'''Examples'''  
* <code>play_music music_mystic_island</code>  
* <code>quit</code>


=== play_sound ===
=== random_battle ===
Plays a sound file.
Start random battle with a random npc with a determined number of monster in a certain range of levels.


'''Parameters'''  
'''Parameters'''  
* <code>filename</code>: Sound file to load (slug inside the JSON in db/sound)
* <code>nr_txmns</code>: Number of tuxemon (1 to 6).
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
* <code>min_level</code>: Minimum level of the party.
* <code>max_level</code>: Maximum level of the party.


'''Examples'''  
'''Examples'''  
* <code>play_sound sound_confirm</code>
* <code>random_battle 6,1,99</code>


=== print ===
=== random_encounter ===
Print the current value of a game variable to the console. If no variable is specified, print out values of all game variables.
Randomly start a battle based on the encounter group looked up via the <code>encounter_id</code>. 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 <code>player_at</code> and <code>player_moved</code> conditions.


'''Parameters''' :
Here is an example encounter file: ''resources/db/encounter/route1.json''   
* <code>variable</code>: Prints out the value of this variable (optional)
 
'''Examples'''
* <code>print</code> 
* <code>print name_variable</code>  


=== quarantine ===
<code>{"slug":"route1","monsters":[{"monster":"pairagrin","encounter_rate":3.5,"daytime":true,"exp_req_mod":1,"level_range":[2,4]}]}</code>
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way.


'''Parameters'''  
'''Parameters'''  
* <code>value</code>: in or out
* <code>encounter_slug</code>: Slug of the encounter list.
* <code>amount</code>: number of monsters (optional)
* <code>total_prob</code>: Total sum of the probabilities. (optional)
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


'''Examples'''  
'''Examples'''  
* <code>quarantine out</code> everything out (player's party -> if full, then box)
* <code>random_encounter route1</code>
* <code>quarantine out,5</code> eg. box contains 30 monsters <code>quarantine out,5</code>, it means 5 monsters by random
* <code>random_encounter route1,20</code>


=== quit ===
=== random_integer ===
Completely quit the game.
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'''  
'''Parameters'''  
* <code>None</code>
* <code>variable</code>: Name of the variable.
* <code>lower_bound</code>: Lower bound of range to return an integer between (inclusive)
* <code>upper_bound</code>: Upper bound of range to return an integer between (inclusive)


'''Examples'''  
'''Examples'''  
* <code>quit</code>
* <code>random_integer name_variable,1,9</code>


=== random_battle ===
=== random_item ===
Start random battle with a random npc with a determined number of monster in a certain range of levels.
Pick a random item from a list and add it to the trainer's inventory.


'''Parameters'''  
'''Parameters'''  
* <code>nr_txmns</code>: Number of tuxemon (1 to 6).
* <code>item_slug</code>: Item name to look up in the item database (multiple items separated by ":").
* <code>min_level</code>: Minimum level of the party.
* <code>quantity</code>: Quantity of the item to add or to reduce. By default it is 1. (optional)
* <code>max_level</code>: Maximum level of the party.
* <code>trainer_slug</code>: Slug of the trainer that will receive the item. It defaults to the current player. (optional)


'''Examples'''  
'''Examples'''  
* <code>random_battle 6,1,99</code>
* <code>random_item potion:tea:revive</code> (adds 1 potion or tea or revive to the trainer's inventory).
* <code>random_item potion:tea:revive,2</code> (adds 2 potions or teas or revives to the trainer's inventory).
* <code>random_item potion:tea:revive,2,npc_maple</code> (adds 2 potions or teas or revives to the maple's inventory).
* <code>random_item potion:tea:revive,,npc_maple</code> (adds 1 potion or tea or revive to the maple's inventory).


=== random_encounter ===
=== random_monster ===
Randomly start a battle based on the encounter group looked up via the <code>encounter_id</code>. 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 <code>char_at</code> and <code>char_moved</code> conditions.
Add a monster to the specified trainer's party if there is room.
 
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'''  
'''Parameters'''  
* <code>encounter_slug</code>: Slug of the encounter list.
* <code>monster_level</code>: Level of the added monster.
* <code>total_prob</code>: Total sum of the probabilities. (optional)
* <code>trainer_slug</code>: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>money_mod</code>: Money modifier. (optional)
* <code>shape</code>: Shape (eg. varmint, brute, etc.). (optional)
* <code>evo</code>: Stage (eg. basic, stage1, etc.). (optional)


'''Examples'''  
'''Examples'''  
* <code>random_encounter route1</code>
* <code>random_monster 10</code>
* <code>random_encounter route1,20</code>
* <code>random_monster 10,npc_maple</code>
* <code>random_monster 10,npc_maple,10,27</code>
* <code>random_monster 10,npc_maple,10,27,aquatic,basic</code>
* <code>random_monster 10,npc_maple,,,brute,basic</code>


=== random_integer ===
=== remove_collision ===
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.
Removes a collision defined by a specific label.


'''Parameters'''  
'''Parameters''' :
* <code>variable</code>: Name of the variable.
* <code>label</code>: Name of the obstacle.
* <code>lower_bound</code>: Lower bound of range to return an integer between (inclusive)
* <code>upper_bound</code>: Upper bound of range to return an integer between (inclusive)


'''Examples'''  
'''Examples'''  
* <code>random_integer name_variable,1,9</code>
* <code>remove_collision obstacle</code> (it can one added with add_collision or an existing zone in the .tmx file).


=== random_item ===
=== remove_contacts ===
Pick a random item from a list and add it to the trainer's inventory.
Remove contact from the app (Nu Phone).


'''Parameters'''  
'''Parameters''' :
* <code>item_slug</code>: Item name to look up in the item database (multiple items separated by ":").
* <code>slug</code>: slug name (e.g. "npc_maple").
* <code>quantity</code>: Quantity of the item to add or to reduce. By default it is 1. (optional)
* <code>trainer_slug</code>: Slug of the trainer that will receive the item. It defaults to the current player. (optional)


'''Examples'''  
'''Examples'''  
* <code>random_item potion:tea:revive</code> (adds 1 potion or tea or revive to the trainer's inventory).
* <code>remove_contacts npc_maple</code>
* <code>random_item potion:tea:revive,2</code> (adds 2 potions or teas or revives to the trainer's inventory).
* <code>random_item potion:tea:revive,2,npc_maple</code> (adds 2 potions or teas or revives to the maple's inventory).
* <code>random_item potion:tea:revive,,npc_maple</code> (adds 1 potion or tea or revive to the maple's inventory).


=== random_monster ===
=== remove_monster ===
Add a monster to the specified trainer's party if there is room.
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'''  
'''Parameters'''  
* <code>monster_level</code>: Level of the added monster.
* <code>instance_id</code>: Id of the monster to remove.
* <code>trainer_slug</code>: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)
* <code>trainer_slug</code>: Slug of the trainer. If no trainer slug is passed it defaults to the current player.
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>money_mod</code>: Money modifier. (optional)
* <code>shape</code>: Shape (eg. varmint, brute, etc.). (optional)
* <code>evo</code>: Stage (eg. basic, stage1, etc.). (optional)


'''Examples'''  
'''Examples'''  
* <code>random_monster 10</code>
* <code>get_player_monster name_variable</code>
* <code>random_monster 10,npc_maple</code>
* <code>remove_monster name_variable</code>
* <code>random_monster 10,npc_maple,10,27</code>
* <code>random_monster 10,npc_maple,10,27,aquatic,basic</code>
* <code>random_monster 10,npc_maple,,,brute,basic</code>


=== remove_collision ===
=== remove_npc ===
Removes a collision defined by a specific label.
Removes an NPC from the current map.


'''Parameters''' :
'''Parameters'''  
* <code>label</code>: Name of the obstacle.
* <code>name</code>: The name of the NPC to remove.


'''Examples'''  
'''Examples'''  
* <code>remove_collision obstacle</code> (it can one added with add_collision or an existing zone in the .tmx file).
* <code>remove_npc Maple</code> 
* <code>remove_npc Pine</code>


=== remove_contacts ===
=== remove_state ===
Remove contact from the app (Nu Phone).
Change to the specified state.


'''Parameters''' :
'''Parameters'''
* <code>slug</code>: slug name (e.g. "npc_maple").
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState).


'''Examples'''  
'''Examples'''  
* <code>remove_contacts npc_maple</code>
* <code>remove_state</code> (it removes everything, excluding the basic ones)
* <code>remove_state JournalInfoState</code> (it removes everything, excluding the basic ones)


=== remove_monster ===
=== rename_monster ===
Remove a monster from the party if the monster is there.
Open the monster menu and text input screens to rename a selected monster.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>rename_monster</code>
* <code>remove_monster name_variable</code>


=== remove_npc ===
=== rename_player ===
Removes an NPC from the current map.
Open the text input screen to rename the player.


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the NPC to remove. 
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>remove_npc Maple</code>   
* <code>rename_player</code>   
* <code>remove_npc Pine</code>


=== remove_state ===
=== rumble ===
Change to the specified state.
Rumble available controllers with rumble support.


'''Parameters'''
'''Parameters'''  
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>duration</code>: Time in seconds to rumble for.
* <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState).
* <code>power</code>: Percentage of power to rumble.


'''Examples'''  
'''Examples'''  
* <code>remove_state</code> (it removes everything, excluding the basic ones)
* <code>rumble duration,power</code>
* <code>remove_state JournalInfoState</code> (it removes everything, excluding the basic ones)


=== remove_tech ===
=== save_game ===
Remove a specific technique from a specific monster.
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'''
'''Parameters'''  
* <code>tech_id</code>: Name of the variable where to store the tech id.
* <code>index</code>: Selected index. (optional)


'''Examples'''  
'''Examples'''  
* <code>remove_tech name_variable</code>
* <code>save_game</code> (it's going to save slot4.save)
* <code>save_game 1</code> (it's going to save slot2.save)


=== rename_monster ===
=== screen_transition ===
Open the text input screen to rename the monster.
Fades the screen to black and back over <code>x</code> seconds.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>transition_time</code>: Time in seconds - default 2  (optional).
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


'''Examples'''  
'''Examples'''  
* <code>rename_monster name_variable</code>
* <code>screen_transition 2</code>


=== rename_player ===
=== set_battle ===
Open the text input screen to rename the player.
Set the key in the player.battle_history dictionary.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>character</code>: Npc slug name (e.g. "npc_maple").
* <code>result</code>: One among "won", "lost" or "draw"


'''Examples'''  
'''Examples'''  
* <code>rename_player</code>
* <code>set_battle npc_maple,won</code>


=== rumble ===
=== set_bubble ===
Rumble available controllers with rumble support.
Put a bubble above player sprite.


'''Parameters'''  
'''Parameters'''  
* <code>duration</code>: Time in seconds to rumble for.
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>power</code>: Percentage of power to rumble.
* <code>bubble</code>: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks


'''Examples'''  
'''Examples'''  
* <code>rumble duration,power</code>
* <code>set_bubble spyder_shopassistant</code> (remove bubble NPC)
* <code>set_bubble spyder_shopassistant,note</code> (set bubble NPC)
* <code>set_bubble player,note</code> (set bubble player)
* <code>set_bubble player</code> (remove bubble player)


=== save_game ===
=== set_code ===
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)
Set a code and checks if it's correct or not. Case Sensitive: ATTENTION and AtTenTION are two different words.


'''Parameters'''  
'''Parameters'''  
* <code>index</code>: Selected index. (optional)
* <code>question</code>: 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?"
* <code>answer</code>: The right answer to the question.
* <code>variable</code>: Where the result (right/wrong) is saved.


'''Examples'''  
'''Examples'''  
* <code>save_game</code> (it's going to save slot4.save)
* <code>set_code access_code,joke,name_variable</code>
* <code>save_game 1</code> (it's going to save slot2.save)


=== screen_transition ===
=== set_economy ===
Fades the screen to black and back over <code>x</code> seconds.
Set the economy (prices of items) of the npc or player.


'''Parameters'''  
'''Parameters'''  
* <code>trans_time</code>: Time in seconds - default 0.3 (optional).
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
* <code>economy_slug</code>: Slug of an economy.


'''Examples'''  
'''Examples'''  
* <code>screen_transition 2</code>
* <code>set_economy spyder_shopkeeper,spyder_candy_scoop</code>
 
=== set_kennel_visible ===
Set the kennel visible or hidden.


=== set_battle ===
From hidden to visible: set_kennel_visible name_kennel,true
Append a new element in player.battles.
From visible to hidden: set_kennel_visible name_kennel,false


'''Parameters'''  
'''Parameters'''  
* <code>fighter</code>: Npc slug name (e.g. "npc_maple").
* <code>kennel</code>: Name of the kennel.
* <code>result</code>: One among "won", "lost" or "draw"
* <code>visible</code>: true/false.
* <code>opponent</code>: Npc slug name (e.g. "npc_maple").


'''Examples'''  
'''Examples'''  
* <code>set_battle player,won,npc_maple</code> (player won against npc_maple)
* <code>set_kennel_visible name_kennel,true</code>
* <code>set_kennel_visible name_kennel,false</code>


=== set_bubble ===
=== set_kennel ===
Put a bubble above player sprite.
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'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>kennel</code>: Name of the kennel.
* <code>bubble</code>: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks
* <code>visible</code>: true/false.


'''Examples'''  
'''Examples'''  
* <code>set_bubble spyder_shopassistant</code> (remove bubble NPC)
* <code>set_kennel new_kennel,true</code>
* <code>set_bubble spyder_shopassistant,note</code> (set bubble NPC)
* <code>set_bubble player,note</code> (set bubble player)
* <code>set_bubble player</code> (remove bubble player)


=== set_economy ===
=== set_layer ===
Set the economy (prices of items) of the npc or player.
Allows to change the color of the transparent layer.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>rgb</code>: color (eg red > 255,0,0,128 > 255:0:0:128) - default transparent
* <code>economy_slug</code>: Slug of an economy.


'''Examples'''  
'''Examples'''  
* <code>set_economy spyder_shopkeeper,spyder_candy_scoop</code>
* <code>set_layer 255:0:0:128</code>


=== set_kennel_visible ===
=== set_money ===
Set the kennel visible or hidden.
Set the key and value in the money dictionary. It'll reset the previous amount.
 
From hidden to visible: set_kennel_visible name_kennel,true
From visible to hidden: set_kennel_visible name_kennel,false


'''Parameters'''  
'''Parameters'''  
* <code>kennel</code>: Name of the kennel.
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>visible</code>: true/false.
* <code>amount</code>: Amount of money


'''Examples'''  
'''Examples'''  
* <code>set_kennel_visible name_kennel,true</code>
* <code>set_money player,500</code>
* <code>set_kennel_visible name_kennel,false</code>


=== set_kennel ===
=== set_mission ===
Create a new kennel. If the kennel is visible, then it's advisable to create a msgid in the en_US PO file.
Set mission.
 
msgid "kennel_name"
msgstr "Kennel Name"


'''Parameters'''  
'''Parameters'''  
* <code>kennel</code>: Name of the kennel.
* <code>slug</code>: slug mission
* <code>visible</code>: true/false.
* <code>operation</code>: add, remove or change
* <code>status</code>: completed, pending, failed (default pending)
* <code>npc_slug</code>: slug name (e.g. "npc_maple"), default player.


'''Examples'''  
'''Examples'''  
* <code>set_kennel new_kennel,true</code>
* <code>set_mission mission1</code>
* <code>set_mission mission1,change,completed</code>


=== set_layer ===
=== set_monster_flair ===
Allows to change the color of the transparent layer.
Set a monster's flair to the given value.


'''Parameters'''  
'''Parameters'''  
* <code>rgb</code>: color (eg red > 255,0,0,128 > 255:0:0:128) - default transparent
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed.
* <code>category</code>: Category of the monster flair.
* <code>flair</code>: Name of the monster flair.


'''Examples'''  
'''Examples'''  
* <code>set_layer 255:0:0:128</code>
* <code>get_player_monster name_variable</code>
* <code>set_monster_flair name_variable,category,flair</code>


=== set_mission ===
=== set_monster_health ===
Set mission.
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'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed. (optional)
* <code>slug</code>: slug mission
* <code>health</code>: 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)
* <code>operation</code>: add, remove or change
* <code>status</code>: completed, pending, failed (default pending)


'''Examples'''  
'''Examples'''  
* <code>set_mission mission1</code>
* <code>set_monster_health</code> (heals all the monsters in the party)
* <code>set_mission mission1,change,completed</code>
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_health name_variable,1</code>


=== set_money ===
=== set_monster_level ===
Set an amount of money for a specific slug.
Change the level of a monster in the current player's party.


'''Parameters'''  
'''Parameters'''  
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. (optional)
* <code>amount</code>: Amount of money (>= 0) (default 0)
* <code>levels_added</code>: Number of levels to add. Negative numbers are allowed. Default 1. (optional)


'''Examples'''  
'''Examples'''  
* <code>set_money player</code>
* <code>set_monster_level</code> (all the monsters in the party level up by 1)
* <code>set_money player,500</code>
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_level name_variable,1</code>


=== set_monster_attribute ===
=== set_monster_plague ===
Set the given attribute of the monster to the given value.
Cure or infect a monster.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters get the condition. (optional)
* <code>attribute</code>: Name of the attribute.
* <code>condition</code>: inoculated, healthy or infected, default healthy (optional)
* <code>value</code>: Value of the attribute.


'''Examples'''  
'''Examples'''  
* <code>set_monster_attribute name_variable,name,jimmy</code> (the monster will be named jimmy)
* <code>set_monster_plague</code> (all the monsters in the party are healthy)
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_plague name_variable,infected</code>


=== set_monster_flair ===
=== set_monster_status ===
Set a monster's flair to the given value.
Change the status of a monster in the current player's party.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed.
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters get/lose status.. (optional)
* <code>category</code>: Category of the monster flair.
* <code>status</code>: Inoculated, healthy or infected, default healthy (optional)
* <code>flair</code>: Name of the monster flair.


'''Examples'''  
'''Examples'''  
* <code>set_monster_status</code> (all the monsters in the party lose their status)
or
* <code>get_player_monster name_variable</code>
* <code>get_player_monster name_variable</code>
* <code>set_monster_flair name_variable,category,flair</code>
* <code>set_monster_status name_variable,status_blinded</code>


=== set_monster_health ===
=== set_npc_attribute ===
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.  
Set the given attribute of the npc to the given value.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed. (optional)
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>health</code>: 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)
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.


'''Examples'''  
'''Examples'''  
* <code>set_monster_health</code> (heals all the monsters in the party)
* <code>set_player_attribute npc_maple,attribute,value</code>
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_health name_variable,1</code>


=== set_monster_level ===
=== set_player_attribute ===
Change the level of a monster in the current player's party.
Set the given attribute of the player character to the given value.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. (optional)
* <code>attribute</code>: Name of the attribute.
* <code>levels_added</code>: Number of levels to add. Negative numbers are allowed. Default 1. (optional)
* <code>value</code>: Value of the attribute.


'''Examples'''  
'''Examples'''  
* <code>set_monster_level</code> (all the monsters in the party level up by 1)
* <code>set_player_attribute attribute,value</code>
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_level name_variable,1</code>


=== set_monster_status ===
=== set_player_name ===
Change the status of a monster in the current player's party.
Set player name without opening the input screen.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters get/lose status.. (optional)
* <code>choice</code>: Single name or multiple names separated by ":" (random choice). NB: the names must be in the en_US PO file.
* <code>status</code>: Inoculated, healthy or infected, default healthy (optional)
 
'''Examples'''
* <code>set_monster_status</code> (all the monsters in the party lose their status)
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_status name_variable,status_blinded</code>
 
=== set_char_attribute ===
Set the given attribute of the character to the given value.
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.
 
'''Examples'''
* <code>set_char_attribute character,attribute,value</code>
 
=== set_party_attribute ===
Set the given attribute of party's monsters to the given value.
 
'''Parameters'''
* <code>character</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.
 
'''Examples'''
* <code>set_party_attribute player,name,jimmy</code> (all the monsters in the party will be named jimmy)
 
=== set_party_status ===
Records important information about all monsters in the party (eg average level of the party, etc.)
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
 
'''Examples'''
* <code>set_party_status player</code>
 
=== set_player_name ===
Set player name without opening the input screen.
 
'''Parameters'''
* <code>choice</code>: Single name or multiple names separated by ":" (random choice). NB: the names must be in the en_US PO file.


'''Examples'''  
'''Examples'''  
Line 1,466: Line 1,386:


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").  
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").  
* <code>label</code>: seen / caught
* <code>string</code>: seen / caught


'''Examples'''  
'''Examples'''  
* <code>set_tuxepedia player,rockitten,caught</code>
* <code>set_tuxepedia rockitten,caught</code>


=== set_variable ===
=== set_variable ===
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'''Parameters'''
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). The one who is going to receive the new born.
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").


'''Examples'''  
'''Examples'''  
Line 1,504: Line 1,423:


'''Examples'''  
'''Examples'''  
* <code>start_battle player,npc_maple</code>
* <code>start_battle npc_maple</code>
* <code>start_battle npc_maple,npc_apple</code>
* <code>start_battle npc_maple,npc_apple</code>


Line 1,529: Line 1,448:


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>monster_id</code>: Id of the monster to store.  
* <code>box</code>: An existing box where the monster will be stored. (optional)
* <code>box</code>: An existing box where the monster will be stored. (optional)


Line 1,543: Line 1,462:


'''Parameters'''  
'''Parameters'''  
* <code>trans_time</code>: Transition time in seconds - default 0.3. 
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>teleport_faint</code>
* <code>teleport_faint</code>
* <code>teleport_faint 6.9</code>


=== teleport ===
=== teleport ===
Line 1,565: Line 1,483:


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id (removed).
* <code>removed</code>: Instance id (name variable).
* <code>added</code>: Slug monster or Name of the variable where to store the monster id (added).
* <code>added</code>: Slug monster.


'''Examples'''  
'''Examples'''  
Line 1,574: Line 1,492:


=== transfer_money ===
=== transfer_money ===
Transfer money between entities. Both entities needs to have a wallet.
Performs a mathematical transaction on the player's money.


'''Parameters'''  
'''Parameters'''  
* <code>slug1</code>: Slug name (e.g. NPC, etc.)
* <code>transaction</code>: Operator symbol.
* <code>amount</code>: Amount of money.
* <code>amount</code>: Amount of money.
* <code>slug2</code>: Slug name (e.g. NPC, etc.)
* <code>slug</code>: Slug name (e.g. NPC, etc.) (optional)


'''Examples'''  
'''Examples'''  
* <code>transfer_money player,100,npc_mom</code> (player transfers 100 to mom)
* <code>transfer_money +,100,npc_mom</code> (player gets 100 from mom)
* <code>transfer_money -,100,npc_mom</code> (mom gets 100 from player)
* <code>transfer_money +,100</code> (player gets 100)


=== transition_teleport ===
=== transition_teleport ===
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* <code>x</code>: The X-tile coordinate to teleport the player to.   
* <code>x</code>: The X-tile coordinate to teleport the player to.   
* <code>y</code>: The Y-tile coordinate to teleport the player to.   
* <code>y</code>: The Y-tile coordinate to teleport the player to.   
* <code>trans_time</code>: The time in seconds - default 2. (optional)
* <code>transition_time</code>: The time in seconds - default 2. (optional)
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


Line 1,619: Line 1,539:
* <code>translated_dialog msgid</code>   
* <code>translated_dialog msgid</code>   


=== unlock_controls ===
=== tuxepedia_print ===
Unlock player controls
Print the current value of Tuxepedia to the console. If no monster is specified, print out values of all Tuxepedia.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").


'''Examples'''  
'''Examples'''  
* <code>unlock_controls</code>
* <code>tuxepedia_print</code>
* <code>tuxepedia_print rockitten</code>


=== update_tile_properties ===
=== unlock_controls ===
Update tile properties. Enable movement and/or the moverate. '''moverate 0 = not accessible'''. The surface keys supported are: '''surfable''', '''walkable''' and '''climbable'''.
Unlock player controls


'''Parameters'''  
'''Parameters'''  
* <code>label</code>: Name of the property
* <code>None</code>
* <code>moverate</code>: Value of the moverate (eg 1 equal moverate, default 1)


'''Examples'''  
'''Examples'''  
* <code>update_tile_properties surfable,0.5</code>   
* <code>unlock_controls</code>   


=== variable_math ===
=== variable_math ===
Line 1,678: Line 1,598:


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>monster_id</code>: The id of the monster to pull (variable).
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). The one who is going to receive the monster.
* <code>trainer</code>: Slug of the trainer that will receive the monster. It defaults to the current player.
           
 
'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>get_player_monster name_variable</code>
Line 1,696: Line 1,616:


=== Battle related ===
=== Battle related ===
* <code>battle_last_result</code>: the result can be <code>won</code>, <code>draw</code>, <code>lost</code> or <code>ran</code>.
other variables include:
* <code>battle_last_monster_name</code> name of the last monster fought.
* <code>battle_last_monster_name</code> name of the last monster fought.
* <code>battle_last_monster_level</code> level of the last monster fought.
* <code>battle_last_monster_level</code> level of the last monster fought.
Line 1,701: Line 1,624:
* <code>battle_last_monster_category</code> category of the last monster fought.
* <code>battle_last_monster_category</code> category of the last monster fought.
* <code>battle_last_monster_shape</code> shape of the last monster fought.
* <code>battle_last_monster_shape</code> shape of the last monster fought.
 
* <code>battle_last_trainer</code> slug of the last trainer fought (it applies only to trainer battles).
trainer battles:
* <code>battle_last_trainer</code> slug of the last trainer fought
battles PC vs NPC (eg player vs npc_maple or npc_maple vs player)
* <code>battle_last_result</code>: the result can be <code>won</code> or <code>draw</code>
battles NPC vs NPC (eg npc_maple vs npc_apple) or PC vs NPC (eg player vs npc_maple or npc_maple vs player)
* <code>battle_last_loser</code> slug of the last trainer fought ("player" for the player)
* <code>battle_last_winner</code> slug of the last trainer fought ("player" for the player)


=== Time related ===
=== Time related ===
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Let's say you want to set up and event for trading monsters. You need 3 events after creating the NPC in map.
Let's say you want to set up and event for trading monsters. You need 3 events after creating the NPC in map.
* <code>monster1</code> (monster desired by the NPC)
* <code>monster1</code> (monster desired by the NPC)
* <code>monster2</code> (monster the NPC wants to trade in exchange)
* <code>monster2</code> (monster the NPC wants to trade)


1st: if the player has the monster
1st: if the player has the monster
    <property name="act10" value="translated_dialog dialog_npc1"/>
* <code>translated_dialog dialog_npc1</code>
    <property name="act20" value="translated_dialog_choice yes:no,npc_willtrade"/>
* <code>translated_dialog_choice yes:no,npc_willtrade</code>
    <property name="behav10" value="talk npc_slug"/>
* <code>talk npc_slug</code>
    <property name="cond10" value="is has_monster player,monster1"/>
* <code>is has_monster monster1</code>
    <property name="cond20" value="not variable_set npc_hastraded:yes"/>
* <code>not variable_set npc_hastraded:yes</code>
2nd: if the player hasn't the monster
2nd: if the player hasn't the monster
    <property name="act10" value="translated_dialog dialog_npc1"/>
* <code>translated_dialog dialog_npc1</code>
    <property name="act20" value="translated_dialog dialog_npc_nomonster1"/>
* <code>translated_dialog dialog_npc_nomonster1</code>
    <property name="behav10" value="talk npc_slug"/>
* <code>talk npc_slug</code>
    <property name="cond10" value="not has_monster player,monster1"/>
* <code>not has_monster monster1</code>
    <property name="cond20" value="not variable_set npc_hastraded:yes"/>
* <code>not variable_set npc_hastraded:yes</code>
3rd: trading part
3rd: trading part
    <property name="act10" value="translated_dialog dialog_npc_willtrade"/>
* <code>translated_dialog dialog_npc_willtrade</code>
    <property name="act20" value="get_player_monster name_variable"/>
* <code>get_player_monster name_variable</code>
    <property name="act30" value="trading name_variable,traded_monster"/>
* <code>trading name_variable,traded_monster</code>
    <property name="act40" value="set_variable npc_hastraded:yes"/>
* <code>set_variable npc_hastraded:yes</code>
    <property name="cond10" value="is has_monster player,monster1"/>
* <code>is has_monster monster1</code>
    <property name="cond20" value="is variable_set npc_willtrade"/>
* <code>is variable_set npc_willtrade</code>
    <property name="cond30" value="not variable_set npc_hastraded"/>
* <code>not variable_set npc_hastraded</code>


==== Get Party Monster ====
==== 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).
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"/>
* <code>add_monster rockitten,20,npc_slug,27,10</code>
    <property name="act20" value="add_monster vivipere,20,npc_slug,27,10"/>
* <code>add_monster vivipere,20,npc_slug,27,10</code>
    <property name="act30" value="add_monster budaye,20,npc_slug,27,10"/>
* <code>add_monster budaye,20,npc_slug,27,10</code>
    <property name="act40" value="add_monster rockitten,20,npc_slug,27,10"/>
* <code>add_monster rockitten,20,npc_slug,27,10</code>
    <property name="act50" value="add_monster nut,20,npc_slug,27,10"/>
* <code>add_monster nut,20,npc_slug,27,10</code>
    <property name="act60" value="get_party_monster npc_slug"/>
* <code>get_party_monster npc_slug</code>
    <property name="act70" value="add_tech iid_slot_3,canine"/> ---> iid_slot_3 followed by [[Canine]]
* <code>add_tech iid_slot_3,canine,,,,npc_slug</code> here <code>iid_slot_3</code> followed by [[Canine]]
    <property name="act80" value="start_battle player,npc_slug"/>
* <code>start_battle npc_slug</code>
 
==== Battle Among NPCs (the player watches without interacting) ====
(eg npc_maple vs npc_apple)
 
    <property name="act10" value="create_npc npc_maple,0,7,stand"/>
    <property name="act20" value="create_npc npc_apple,0,8,stand"/>
    <property name="act30" value="add_monster chloragon,3,npc_maple"/>
    <property name="act40" value="add_monster rockitten,3,npc_apple"/>
    <property name="act50" value="start_battle npc_maple,npc_apple"/>
separate event, multiple endings, if npc_maple wins
    <property name="cond1" value="is variable_set battle_last_winner:npc_maple"/>
separate event, multiple endings, if npc_apple wins
    <property name="cond1" value="not variable_set battle_last_winner:npc_maple"/>
separate event, multiple endings, if no-one wins
    <property name="cond1" value="is variable_set battle_last_result:draw"/>

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