Editing Event Reference
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* <code>not button_pressed K_SPACE</code> | * <code>not button_pressed K_SPACE</code> | ||
=== | === check_char_parameter === | ||
Check | 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 | * <code>is check_char_parameter player,name,alpha</code> | ||
=== | === check_evolution === | ||
Check to see the character has at least one tuxemon, and | 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 | * <code>is check_evolution player</code> | ||
=== | === check_mission === | ||
Check to see if a | 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> | * <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> | |||
=== | === current_state === | ||
Check to see | Check to see if one or multiple state/states has/have been started or not. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>state</code>: Either "CombatState", "DialogState", etc | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is current_state DialogState</code> | ||
* <code> | * <code>is current_state CombatState:DialogState</code> | ||
=== | === has_bag === | ||
Check to see the character | Check to see how many items are in the character's bag. It doesn't count invisible items. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). | ||
* <code> | * <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 | * <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) | |||
=== | === has_box === | ||
Check to see | 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 | * <code>is has_box player,Kennel,less_than,1</code> | ||
=== | === has_item === | ||
Check to see if | 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> | * <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 | * <code>is has_item player,potion</code> | ||
* <code>is has_item player,potion,greater_than,2</code> | |||
=== | === has_monster === | ||
Checks to see the player has a monster in his party. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <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 | * <code>is has_party_breeder</code> | ||
=== | === has_sprite === | ||
Check | Check to see if a NPC has a specific sprite. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>sprite</code>: Sprite slug (eg. adventurer, heroine, swimmer, etc.) | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is has_sprite swimmer</code> | ||
=== | === has_tech === | ||
Check the | Check to see if the player has a technique in his party (one of the monsters). | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>technique</code>: Technique slug name (e.g. "bullet"). | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is has_tech bullet</code> | ||
=== | === location_inside === | ||
Check to see the | Check to see if the player is inside. | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is location_inside</code> | ||
=== | === location_name === | ||
Check to see the player | Check to see if the player is in a certain location name. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <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 | * <code>is location_name routeb</code> | ||
* <code>is | * <code>is location_name routea:routeb</code> | ||
=== | === location_type === | ||
Check to see the player | Check to see if the player is in a certain location type. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>slug</code>: Slug name. Either all, notype, town, route, clinic, shop, dungeon | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is location_type town</code> | ||
* <code>is | * <code>is location_type town:shop:clinic</code> | ||
=== | === money_is === | ||
Check to see the player has | 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> | * <code>operator</code>: One of "==", "!=", ">", ">=", "<" or "<=". | ||
* <code>amount</code>: Amount of money. | |||
* <code> | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>is money_is player,>=,500</code> | ||
=== | === monster_flair === | ||
Check | Check to see if the given monster flair matches the expected value. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>slot</code>: Position of the monster in the player monster list. | ||
* <code> | * <code>property</code>: Category of the flair. | ||
* <code>name</code>: Name of the flair. | |||
* | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>to be defined</code> | ||
=== | === monster_property === | ||
Check to see if one | Check to see if a monster in the party has one of the following property. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <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 | * <code>is monster_property level,15</code> | ||
* <code>is | * <code>is monster_property gender,male</code> | ||
* <code>is monster_property stage,standalone</code> | |||
* <code>is monster_property shape,aquatic</code> | |||
=== | === music_playing === | ||
Check to see | Check to see if the specified music file is currently playing. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>music_file</code>: The music file to check. | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is music_playing 472452_8-Bit-Ambient.ogg</code> | ||
=== | === npc_at === | ||
Check to see | 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> | * <code>name</code>: The name of the NPC. | ||
* <code> | * <code>x</code>: X tile coordinates that the player is at (optional) | ||
* <code> | * <code>y</code>: Y tile coordinate that the player is at (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is npc_at Maple</code> | ||
* <code>is npc_at Maple,4,3</code> | |||
=== | === npc_exists === | ||
Check to see if | Check to see if an NPC exists on the current map with <code>npc_name</code>. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>npc_name</code>: The name of the NPC on the current map. | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>not npc_exists Apple</code> | ||
=== npc_facing_tile === | |||
=== | 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 | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>name</code>: The name of the NPC. | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is npc_facing_tile Maple</code> | ||
=== | === npc_facing === | ||
Check to see if the | Check to see if the npc is facing: <code>up</code>, <code>down</code>, <code>left</code> or <code>right</code>. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <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 | * <code>is npc_facing Maple,up</code> | ||
* <code>not npc_facing Maple,down</code> | |||
=== | === once === | ||
Checks the date saved in the variables with today's date. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <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 | * <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 the | 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 | * <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> | |||
=== | === party_infected === | ||
Check to see | Check to see how many monster are infected and stores the iids. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>value</code>: all, some or none. | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is party_infected some</code> | ||
=== | === party_size === | ||
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> | * <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 | * <code>is party_size less_than,1</code> | ||
* <code>is | * <code>not party_size equals,0</code> | ||
* <code>is party_size greater_than,4</code> | |||
=== | === player_at === | ||
Check to see if the player | 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> | * <code>x</code>: X tile coordinates that the player is at (optional) | ||
* <code> | * <code>y</code>: Y tile coordinate that the player is at (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is player_at</code> | ||
* <code>is | * <code>is player_at 4,3</code> | ||
=== | === player_defeated === | ||
Check to see | Check to see the player has at least one tuxemon, and all tuxemon in their party are defeated. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>None</code> | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>is player_defeated</code> | ||
=== | === player_facing_npc === | ||
Check to see if the | Check to see if the player is facing an NPC with the name <code>npc_name</code>. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>npc_name</code>: The name of the NPC on the current map. | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is player_facing_npc Apple</code> | ||
=== | === player_facing_tile === | ||
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> | * <code>value</code>: value (eg surfable) inside the tileset (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code>is player_facing_tile</code> | |||
* <code>is | * <code>is player_facing_tile surfable</code> | ||
* <code>is | |||
=== | === player_facing === | ||
Check to see | Check to see where an NPC is facing. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>direction</code>: One of "up", "down", "left" or "right". | ||
* <code> | |||
'''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 | * <code>is player_in surfable</code> | ||
=== | === player_moved === | ||
Check to see | 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> | * <code>None</code> | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is player_moved</code> | ||
=== | === to_talk === | ||
Check | Check if we are attempting interact with a map condition tile. | ||
'''Parameters''' | '''Parameters''' | ||
* <code>character</code>: | * <code>character</code>: Npc slug name (e.g. "npc_maple"). | ||
'''Examples''' | '''Examples''' | ||
* <code>is | * <code>is to_talk npc_maple</code> | ||
=== to_use_tile === | === to_use_tile === | ||
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'''Parameters''' | '''Parameters''' | ||
* <code> | * <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_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 ( | * <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState). (optional) | ||
'''Examples''' | '''Examples''' | ||
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'''Parameters''' | '''Parameters''' | ||
- | |||
'''Examples''' | '''Examples''' | ||
* <code>char_stop | * <code>char_stop</code> | ||
=== char_walk === | === char_walk === | ||
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'''Examples''' | '''Examples''' | ||
* <code>fadeout_music 2</code> | * <code>fadeout_music 2</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> | ||
=== | === kennel_print === | ||
Print all the kennels or one. It returns <name, qty, visible/hidden>, where *qty = number of monsters inside. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>kennel</code>: Name of the kennel. (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>kennel_print</code> | ||
* <code> | * <code>kennel_print name_kennel</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) | |||
=== 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_monster_stats === | ||
Change the stats of a monster in the current player's party. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched. (Optional) | ||
* <code> | * <code>stat</code>: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional) | ||
* <code> | * <code>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional) | ||
'''Examples''' | '''Examples''' | ||
* <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> | |||
=== 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> | * <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). | ||
* <code> | * <code>attribute</code>: Name of the attribute to modify. | ||
* <code> | * <code>value</code>: Value of the attribute modifier. | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>modify_char_attribute character,attribute,value</code> | ||
=== | === money_print === | ||
Print the current value of money dictionary to the console. If no entity is specified, print out values of all money dictionary. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>slug</code>: Slug name (e.g. player or NPC, etc.). (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>money_print</code> | ||
* <code> | * <code>money_print player</code> | ||
=== | === open_shop === | ||
Open the shop menu for a NPC. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple"). | ||
* <code> | * <code>menu</code>: Either "buy", "sell" or "both". Default is "both". (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>open_shop npc_maple</code> | ||
=== pathfind === | |||
=== | Moves an NPC to a certain tile on the map. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>name</code>: The name of the NPC to be moved. | ||
* <code> | * <code>tile_pos_x</code>: The X-tile coordinate to have the NPC to walk to. | ||
* <code> | * <code>tile_pos_y</code>: The Y-tile coordinate to have the NPC to walk to. | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>pathfind Maple,2,3</code> | ||
* <code>pathfind Pine,1,6</code> | |||
* <code> | |||
=== | === pathfind_to_player === | ||
Pathfind NPC close the player. | |||
'''Parameters''' | '''Parameters''' | ||
* <code>npc_slug</code>: | * <code>npc_slug</code>: Npc slug name (e.g. "npc_maple"). | ||
* <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> | * <code>pathfind_to_player spyder_route2_roddick</code> | ||
* <code>translated_dialog spyder_route2_roddick1</code> | |||
* <code>start_battle spyder_route2_roddick</code> | |||
=== | === pause_music === | ||
Pauses the currently playing music. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>None</code> | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>pause_music</code> | ||
=== | === play_map_animation === | ||
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> | * <code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>. | ||
* <code> | * <code>duration</code>: The amount of time in seconds between each frame. | ||
* <code> | * <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> | * <code>play_map_animation grass,0.1,noloop,player</code> | ||
* <code> | * <code>play_map_animation sign01,0.4,loop,33,10</code> | ||
=== | === play_music === | ||
Plays an audio file. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>filename</code>: Music file to load (slug inside the JSON in db/sound) | ||
* <code> | * <code>volume</code>: Number between 0.0 and 1.0. (optional) | ||
* <code> | * <code>loop</code>: How many times loop, default forever. (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>play_music music_mystic_island</code> | ||
=== | === play_sound === | ||
Plays a sound file. | |||
'''Parameters''' | '''Parameters''' | ||
* <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> | * <code>play_sound sound_confirm</code> | ||
=== | === player_sprite === | ||
Check the player's sprite | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>sprite</code>: slug of the sprite | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>is player_sprite adventurer</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''' | '''Parameters''' : | ||
* <code> | * <code>variable</code>: Prints out the value of this variable (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <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. | |||
=== quarantine === | |||
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way. | |||
'''Parameters''' | '''Parameters''' | ||
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=== 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> | 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'' | ||
<code>{"slug":"route1","monsters":[{"monster":"pairagrin","encounter_rate":3.5,"daytime":true,"exp_req_mod":1,"level_range":[2,4]}]}</code> | |||
'''Parameters''' | '''Parameters''' | ||
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=== 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> | * <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''' | ||
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* <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) | ||
=== rename_monster === | === rename_monster === | ||
Open the text input | Open the monster menu and text input screens to rename a selected monster. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>None</code> | ||
'''Examples''' | '''Examples''' | ||
* <code>rename_monster | * <code>rename_monster</code> | ||
=== rename_player === | === rename_player === | ||
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'''Parameters''' | '''Parameters''' | ||
* <code> | * <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) | * <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional) | ||
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'''Parameters''' | '''Parameters''' | ||
* <code> | * <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 | ||
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* <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 === | ||
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'''Parameters''' | '''Parameters''' | ||
* <code> | * <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. | ||
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'''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 === | ||
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'''Parameters''' | '''Parameters''' | ||
* <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''' | ||
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* <code>set_mission mission1,change,completed</code> | * <code>set_mission mission1,change,completed</code> | ||
=== | === set_monster_flair === | ||
Set | Set a monster's flair to the given value. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. | ||
* <code> | * <code>category</code>: Category of the monster flair. | ||
* <code>flair</code>: Name of the monster flair. | |||
'''Examples''' | '''Examples''' | ||
* <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_flair name_variable,category,flair</code> | ||
=== set_monster_health === | === set_monster_health === | ||
Changes the hp of a monster in the current player's party. The action parameters may contain a monster slot and the amount of health. | |||
'''Parameters''' | '''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_player_name === | |||
=== 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> | * <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 | * <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> | * <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> | * <code>None</code> | ||
'''Examples''' | '''Examples''' | ||
* <code>teleport_faint</code> | * <code>teleport_faint</code> | ||
=== teleport === | === teleport === | ||
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'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>removed</code>: Instance id (name variable). | ||
* <code>added</code>: Slug monster | * <code>added</code>: Slug monster. | ||
'''Examples''' | '''Examples''' | ||
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=== transfer_money === | === transfer_money === | ||
Performs a mathematical transaction on the player's money. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>transaction</code>: Operator symbol. | ||
* <code>amount</code>: Amount of money. | * <code>amount</code>: Amount of money. | ||
* <code> | * <code>slug</code>: Slug name (e.g. NPC, etc.) (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code>transfer_money player,100,npc_mom</code> (player | * <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> | * <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> | ||
=== | === tuxepedia_print === | ||
Print the current value of Tuxepedia to the console. If no monster is specified, print out values of all Tuxepedia. | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>monster_slug</code>: Monster slug name (e.g. "rockitten"). | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>tuxepedia_print</code> | ||
* <code>tuxepedia_print rockitten</code> | |||
=== | === unlock_controls === | ||
Unlock player controls | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>None</code> | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>unlock_controls</code> | ||
=== variable_math === | === variable_math === | ||
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'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>monster_id</code>: The id of the monster to pull (variable). | ||
* <code> | * <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). | |||
* <code>battle_last_trainer</code> slug of the last trainer fought | |||
battles | |||
=== 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 | * <code>monster2</code> (monster the NPC wants to trade) | ||
1st: if the player has the monster | 1st: if the player has the monster | ||
* <code>translated_dialog dialog_npc1</code> | |||
* <code>translated_dialog_choice yes:no,npc_willtrade</code> | |||
* <code>talk npc_slug</code> | |||
* <code>is has_monster monster1</code> | |||
* <code>not variable_set npc_hastraded:yes</code> | |||
2nd: if the player hasn't the monster | 2nd: if the player hasn't the monster | ||
* <code>translated_dialog dialog_npc1</code> | |||
* <code>translated_dialog dialog_npc_nomonster1</code> | |||
* <code>talk npc_slug</code> | |||
* <code>not has_monster monster1</code> | |||
* <code>not variable_set npc_hastraded:yes</code> | |||
3rd: trading part | 3rd: trading part | ||
* <code>translated_dialog dialog_npc_willtrade</code> | |||
* <code>get_player_monster name_variable</code> | |||
* <code>trading name_variable,traded_monster</code> | |||
* <code>set_variable npc_hastraded:yes</code> | |||
* <code>is has_monster monster1</code> | |||
* <code>is variable_set npc_willtrade</code> | |||
* <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). | ||
* <code>add_monster rockitten,20,npc_slug,27,10</code> | |||
* <code>add_monster vivipere,20,npc_slug,27,10</code> | |||
* <code>add_monster budaye,20,npc_slug,27,10</code> | |||
* <code>add_monster rockitten,20,npc_slug,27,10</code> | |||
* <code>add_monster nut,20,npc_slug,27,10</code> | |||
* <code>get_party_monster npc_slug</code> | |||
* <code>add_tech iid_slot_3,canine,,,,npc_slug</code> here <code>iid_slot_3</code> followed by [[Canine]] | |||
* <code>start_battle npc_slug</code> | |||