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


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


==== 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"/>
     add_monster rockitten,20,npc_slug,27,10
     <property name="act20" value="add_monster vivipere,20,npc_slug,27,10"/>
     add_monster vivipere,20,npc_slug,27,10
     <property name="act30" value="add_monster budaye,20,npc_slug,27,10"/>
     add_monster budaye,20,npc_slug,27,10
     <property name="act40" value="add_monster rockitten,20,npc_slug,27,10"/>
     add_monster rockitten,20,npc_slug,27,10
     <property name="act50" value="add_monster nut,20,npc_slug,27,10"/>
     add_monster nut,20,npc_slug,27,10
     <property name="act60" value="get_party_monster npc_slug"/>
     get_party_monster npc_slug
     <property name="act70" value="add_tech iid_slot_3,canine"/> ---> iid_slot_3 followed by [[Canine]]
     add_tech iid_slot_3,canine ---> iid_slot_3 followed by [[Canine]]
     <property name="act80" value="start_battle player,npc_slug"/>
     start_battle npc_slug


==== Battle Among NPCs (the player watches without interacting) ====
==== Battle Among NPCs (the player watches without interacting) ====

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