Editing Event Reference

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


=== char_at ===
=== check_char_parameter ===
Check to see if the character is at the condition position on the map.
Check the parameter's value of the character against a given value.


'''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>parameter</code>: Name of the parameter to check (eg. "name", "steps", etc.).
* <code>value</code>: Given value to check.


'''Examples'''  
'''Examples'''  
* <code>is char_at Maple</code>
* <code>is check_char_parameter player,name,alpha</code>


=== char_defeated ===
=== check_evolution ===
Check to see the character has at least one tuxemon, and all tuxemon in their party are defeated.
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_defeated player</code>
* <code>is check_evolution player</code>


=== char_exists ===
=== check_mission ===
Check to see if a character object exists in the current list of NPCs.
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>not char_exists npc_maple</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_facing ===
=== current_state ===
Check to see where a character is facing.
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
* <code>direction</code>: One of "up", "down", "left" or "right".


'''Examples'''  
'''Examples'''  
* <code>is char_facing npc_maple,up</code>
* <code>is current_state DialogState</code>
* <code>not char_facing npc_maple,down</code>
* <code>is current_state CombatState:DialogState</code>


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


'''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 bag with.


'''Examples'''  
'''Examples'''  
* <code>is char_facing_char npc_maple,player</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>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_tile ===
=== has_box ===
Check to see if a character is facing a tile position.
Check to see how many monsters are in the character's box.


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


=== char_in ===
=== has_item ===
Check to see if the character is at the condition position on a specific set of tiles.
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>value</code>: value (eg surfable) inside the tileset.
* <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_in npc_maple,surfable</code>
* <code>is has_item player,potion</code>
* <code>is has_item player,potion,greater_than,2</code>


=== char_moved ===
=== has_monster ===
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.
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.
 
'''Examples'''
* <code>is has_monster txmn_pigabyte</code>
 
=== has_party_breeder ===
Check to see if the player has a male and female monster in the party (monster not basic, basic is the first step in the evolution stage).


'''Examples'''  
'''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>
 
 
=== npc_facing_tile ===
=== has_monster ===
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.
Check to see if a character has a monster in its party.


'''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)


=== location_inside ===
=== one_of ===
Check to see if the player is inside.
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``.


'''Examples'''  
'''Parameters'''
* <code>is location_inside</code>
* <code>variable</code>: The variable to check.
* <code>values</code>: Value to check for (multiple values separated by ":").
 
'''Examples'''  
* <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'''
* <code>is player_facing right</code>
 
=== player_in ===
Check to see if the player is at the condition position on a specific set of tiles.
 
'''Parameters''' 
* <code>value</code>: value (eg surfable) inside the tileset.


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


=== party_infected ===
=== player_moved ===
Check to see how many monster are infected in the character's party.
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'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>None</code>
* <code>value</code>: all, some or none.


'''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 ===
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'''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'''  
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* <code>add_tech name_variable,bullet</code>
* <code>add_tech name_variable,bullet</code>


=== breeding ===
=== battles_print ===
Select a monster in the player party filtered by gender and store its id in a variables (breeding_father or breeding_mother)
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 ===
Select a monster in the player party filtered by gender and store its id in a variables (breeding_father or breeding_mother)


'''Parameters'''   
'''Parameters'''   
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* <code>change_bg gradient_blue</code>
* <code>change_bg gradient_blue</code>
* <code>change_bg</code> (stop)
* <code>change_bg</code> (stop)
=== change_taste ===
hanges tastes monster.
'''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_state ===
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'''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 610: Line 619:


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


'''Examples'''  
'''Examples'''  
* <code>char_stop npc_mom</code>
* <code>char_stop</code>


=== char_walk ===
=== char_walk ===
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'''Examples'''  
'''Examples'''  
* <code>fadeout_music 2</code>
* <code>fadeout_music 2</code>
=== format_variable ===
Format the value of a variable from the game (eg. float or int).
'''Parameters'''
* <code>variable</code>: The variable to format.
* <code>type_format</code>: Kind of format (float or int).
'''Examples'''
* <code>format_variable name_variable,int</code>
* <code>format_variable name_variable,float</code>
=== get_monster_tech ===
Select a tech among the monster's moves. It allows filtering: slug, element, range.
'''Parameters'''
* <code>variable_name</code>: Variable where to store the technique id.
* <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'''
* <code>get_monster_tech name_variable,monster_id</code>
* <code>get_monster_tech name_variable,monster_id,element,water</code>
* <code>get_monster_tech name_variable,monster_id,power,less_than,1.6</code>


=== get_party_monster ===
=== get_party_monster ===
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* <code>get_player_monster name_variable,shape,serpent</code>
* <code>get_player_monster name_variable,shape,serpent</code>


=== give_experience ===
=== kennel_print ===
Gives experience points to the monster.
Print all the kennels or one. It returns <name, qty, visible/hidden>, where *qty = number of monsters inside.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>kennel</code>: Name of the kennel. (optional)
* <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.


'''Examples'''  
'''Examples'''  
* <code>give_experience name_variable,steps_variable"</code>
* <code>kennel_print</code>
* <code>give_experience name_variable,420</code>
* <code>kennel_print name_kennel</code>


=== info ===
=== load_game ===
Records monster's attribute values inside a game variable. It allows to record the monster's owner attribute values too.
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'''
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>attribute</code>: The attribute to check (level, speed, etc.).
 
'''Examples'''
* <code>info name_variable,level</code> -> if the monster is lv 4, then it'll create a variable called: "info_level:4"
* <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 ===
Set a code and checks if it's correct or not. The player's output will be by default lowercase.
 
'''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>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'''
* <code>input_variable access_code,response_question</code>
* <code>input_variable access_code,response_question,escape</code>
 
=== load_game ===
Loads the game. If the index parameter is absent, then it'll load slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3)


'''Parameters'''  
'''Parameters'''  
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* <code>menu disable,menu_bag</code>
* <code>menu disable,menu_bag</code>


=== modify_char_attribute ===
=== modify_monster_stats ===
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.
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>attribute</code>: Name of the attribute to modify.
* <code>stat</code>: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional)
* <code>value</code>: Value of the attribute modifier.
* <code>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional)


'''Examples'''  
'''Examples'''  
* <code>modify_char_attribute character,attribute,value</code>
* <code>modify_monster_stats</code>
 
* <code>modify_monster_stats ,,0.25</code>
=== modify_money ===
* <code>modify_monster_stats name_variable,speed,25</code>
Add or remove an amount of money for a wallet (slug).
* <code>modify_monster_stats name_variable,dodge,-12</code>
* <code>modify_monster_stats name_variable,dodge,-0.4</code>
 
=== modify_char_attribute ===
Modify the given attribute of the character by modifier. By default this is achieved via addition, but prepending a '%' will cause it to be multiplied by the attribute.


'''Parameters'''  
'''Parameters'''  
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>amount</code>: Amount of money to add/remove (-/+)
* <code>attribute</code>: Name of the attribute to modify.
* <code>variable</code>: Name of the variable where to store the amount.
* <code>value</code>: Value of the attribute modifier.


'''Examples'''  
'''Examples'''  
* <code>modify_money npc_maple,100</code>
* <code>modify_char_attribute character,attribute,value</code>
* <code>modify_money npc_maple,-50</code>
* <code>modify_money player,,name_variable</code>


=== modify_monster_bond ===
=== money_print ===
Add or remove an amount of money for a wallet (slug).
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</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched.
* <code>slug</code>: Slug name (e.g. player or NPC, etc.). (optional)
* <code>amount</code>: An int or float value, if no amount, then default 1 (int).


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


=== modify_monster_health ===
=== open_shop ===
Modify the hp of a monster in the current player's party.
Open the shop menu for a NPC.


'''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>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.
* <code>menu</code>: Either "buy", "sell" or "both". Default is "both". (optional)


'''Examples'''  
'''Examples'''  
* <code>modify_monster_health</code>
* <code>open_shop npc_maple</code>  
* <code>modify_monster_health ,0.25</code>


 
=== pathfind ===
=== modify_monster_stats ===
Moves an NPC to a certain tile on the map.
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>name</code>: The name of the NPC to be moved.
* <code>stat</code>: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional)
* <code>tile_pos_x</code>: The X-tile coordinate to have the NPC to walk to.
* <code>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional)
* <code>tile_pos_y</code>: The Y-tile coordinate to have the NPC to walk to.    


'''Examples'''  
'''Examples'''  
* <code>modify_monster_stats</code>
* <code>pathfind Maple,2,3</code>  
* <code>modify_monster_stats ,,0.25</code>
* <code>pathfind Pine,1,6</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 ===
=== pathfind_to_player ===
Open the shop menu for a NPC.
Pathfind NPC close the player.


'''Parameters'''  
'''Parameters'''  
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>npc_slug</code>: Npc slug name (e.g. "npc_maple").
* <code>menu</code>: Either "buy", "sell" or "both". Default is "both". (optional)
* <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>open_shop npc_maple</code>  
* <code>pathfind_to_player spyder_route2_roddick</code>
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>start_battle spyder_route2_roddick</code>  


=== overwrite_tech ===
=== pause_music ===
Overwrite / replace a technique with another.
Pauses the currently playing music.


'''Parameters'''  
'''Parameters'''  
* <code>removed</code>: Name of the variable where to store the tech id.
* <code>None</code>
* <code>added</code>: Slug technique.


'''Examples'''  
'''Examples'''  
* <code>overwrite_tech name_variable,peck</code>  
* <code>pause_music</code>


=== pathfind ===
=== play_map_animation ===
Moves an NPC to a certain tile on the map.
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>name</code>: The name of the NPC to be moved.
* <code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>.
* <code>tile_pos_x</code>: The X-tile coordinate to have the NPC to walk to.   
* <code>duration</code>: The amount of time in seconds between each frame. 
* <code>tile_pos_y</code>: The Y-tile coordinate to have the NPC to walk to.    
* <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>pathfind Maple,2,3</code>  
* <code>play_map_animation grass,0.1,noloop,player</code>
* <code>pathfind Pine,1,6</code>
* <code>play_map_animation sign01,0.4,loop,33,10</code>


=== pathfind_to_player ===
=== play_music ===
Pathfind NPC close the player.
Plays an audio file.


'''Parameters'''  
'''Parameters'''  
* <code>npc_slug</code>: Npc slug name (e.g. "npc_maple").
* <code>filename</code>: Music file to load (slug inside the JSON in db/sound)
* <code>direction</code>: Approaches the player from up, down, left or right.
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
* <code>distance</code>: How many tiles (2, 3, 4, etc.)
* <code>loop</code>: How many times loop, default forever. (optional)


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


=== pause_music ===
=== play_sound ===
Pauses the currently playing music.
Plays a sound file.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>filename</code>: Sound file to load (slug inside the JSON in db/sound)
* <code>volume</code>: Number between 0.0 and 1.0. (optional)


'''Examples'''  
'''Examples'''  
* <code>pause_music</code>
* <code>play_sound sound_confirm</code>


=== play_map_animation ===
=== player_sprite ===
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>.
Check the player's sprite


'''Parameters'''  
'''Parameters'''  
* <code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>. 
* <code>sprite</code>: slug of the sprite
* <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>npc_slug</code> to draw the animation over the character.


'''Examples'''  
'''Examples'''  
* <code>play_map_animation grass,0.1,noloop,player</code>   
* <code>is player_sprite adventurer</code>   
* <code>play_map_animation sign01,0.4,loop,33,10</code>


=== play_music ===
=== print ===
Plays an audio file.
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>filename</code>: Music file to load (slug inside the JSON in db/sound)
* <code>variable</code>: Prints out the value of this variable (optional)
* <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>print</code>
* <code>print name_variable</code> 


=== play_sound ===
=== quarantine ===
Plays a sound file.
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way.  
 
'''Parameters'''
* <code>filename</code>: Sound file to load (slug inside the JSON in db/sound)
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
 
'''Examples'''
* <code>play_sound sound_confirm</code> 
 
=== print ===
Print the current value of a game variable to the console. If no variable is specified, print out values of all game variables.
 
'''Parameters''' :
* <code>variable</code>: Prints out the value of this variable (optional)
 
'''Examples'''
* <code>print</code> 
* <code>print name_variable</code> 
 
=== quarantine ===
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way.


'''Parameters'''  
'''Parameters'''  
Line 1,063: Line 994:


=== random_encounter ===
=== random_encounter ===
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.
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.


Here is an example encounter file: ''resources/db/encounter/route1.json''   
Here is an example encounter file: ''resources/db/encounter/route1.json''   


  "slug": "route1",
<code>{"slug":"route1","monsters":[{"monster":"pairagrin","encounter_rate":3.5,"daytime":true,"exp_req_mod":1,"level_range":[2,4]}]}</code>
  "monsters": [
    {
      "monster": "pairagrin",
      "encounter_rate": 3.5,
      "variable": "daytime:true",
      "exp_req_mod": 1,
      "level_range": [
        2,
        4
      ]
    },


'''Parameters'''  
'''Parameters'''  
Line 1,151: Line 1,071:


=== remove_monster ===
=== remove_monster ===
Remove a monster from the party if the monster is there.
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>variable</code>: Name of the variable where to store the monster id.
* <code>instance_id</code>: Id of the monster to remove.
* <code>trainer_slug</code>: Slug of the trainer. If no trainer slug is passed it defaults to the current player.


'''Examples'''  
'''Examples'''  
Line 1,180: Line 1,101:
* <code>remove_state</code> (it removes everything, excluding the basic ones)
* <code>remove_state</code> (it removes everything, excluding the basic ones)
* <code>remove_state JournalInfoState</code> (it removes everything, excluding the basic ones)
* <code>remove_state JournalInfoState</code> (it removes everything, excluding the basic ones)
=== remove_tech ===
Remove a specific technique from a specific monster.
'''Parameters''' 
* <code>tech_id</code>: Name of the variable where to store the tech id.
'''Examples'''
* <code>remove_tech name_variable</code>


=== rename_monster ===
=== rename_monster ===
Open the text input screen to rename the monster.
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>rename_monster name_variable</code>   
* <code>rename_monster</code>   


=== rename_player ===
=== rename_player ===
Line 1,232: Line 1,144:


'''Parameters'''  
'''Parameters'''  
* <code>trans_time</code>: Time in seconds - default 0.3 (optional).
* <code>transition_time</code>: Time in seconds - default (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 1,253: Line 1,165:


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>bubble</code>: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks
* <code>bubble</code>: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks


Line 1,261: Line 1,173:
* <code>set_bubble player,note</code> (set bubble player)
* <code>set_bubble player,note</code> (set bubble player)
* <code>set_bubble player</code> (remove bubble player)
* <code>set_bubble player</code> (remove bubble player)
=== set_code ===
Set a code and checks if it's correct or not. Case Sensitive: ATTENTION and AtTenTION are two different words.
'''Parameters'''
* <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'''
* <code>set_code access_code,joke,name_variable</code>


=== set_economy ===
=== set_economy ===
Line 1,266: Line 1,189:


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>economy_slug</code>: Slug of an economy.
* <code>economy_slug</code>: Slug of an economy.


Line 1,307: Line 1,230:
'''Examples'''  
'''Examples'''  
* <code>set_layer 255:0:0:128</code>
* <code>set_layer 255:0:0:128</code>
=== set_money ===
Set the key and value in the money dictionary. It'll reset the previous amount.
'''Parameters'''
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>amount</code>: Amount of money
'''Examples'''
* <code>set_money player,500</code>


=== set_mission ===
=== set_mission ===
Line 1,312: Line 1,245:


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>slug</code>: slug mission
* <code>slug</code>: slug mission
* <code>operation</code>: add, remove or change
* <code>operation</code>: add, remove or change
* <code>status</code>: completed, pending, failed (default pending)
* <code>status</code>: completed, pending, failed (default pending)
* <code>npc_slug</code>: slug name (e.g. "npc_maple"), default player.


'''Examples'''  
'''Examples'''  
Line 1,321: Line 1,254:
* <code>set_mission mission1,change,completed</code>
* <code>set_mission mission1,change,completed</code>


=== set_money ===
=== set_monster_flair ===
Set an amount of money for a specific slug.
Set a monster's flair to the given value.


'''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.
* <code>amount</code>: Amount of money (>= 0) (default 0)
* <code>category</code>: Category of the monster flair.
* <code>flair</code>: Name of the monster flair.


'''Examples'''  
'''Examples'''  
* <code>set_money player</code>
* <code>get_player_monster name_variable</code>
* <code>set_money player,500</code>
 
=== set_monster_attribute ===
Set the given attribute of the monster to the given value.
 
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.
 
'''Examples'''
* <code>set_monster_attribute name_variable,name,jimmy</code> (the monster will be named jimmy)
 
=== set_monster_flair ===
Set a monster's flair to the given value.
 
'''Parameters'''
* <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'''
* <code>get_player_monster name_variable</code>
* <code>set_monster_flair name_variable,category,flair</code>
* <code>set_monster_flair name_variable,category,flair</code>


=== set_monster_health ===
=== set_monster_health ===
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.  
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'''  
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* <code>get_player_monster name_variable</code>
* <code>get_player_monster name_variable</code>
* <code>set_monster_level name_variable,1</code>
* <code>set_monster_level name_variable,1</code>
=== set_monster_plague ===
Cure or infect a monster.
'''Parameters'''
* <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>condition</code>: inoculated, healthy or infected, default healthy (optional)
'''Examples'''
* <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_status ===
=== set_monster_status ===
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* <code>set_char_attribute character,attribute,value</code>
* <code>set_char_attribute character,attribute,value</code>


=== set_party_attribute ===
=== set_player_name ===
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.
Set player name without opening the input screen.


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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'''  
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'''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>


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'''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)


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'''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 ===
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'''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'''  
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=== 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)


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* <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 ===
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'''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>
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=== 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.
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* <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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