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'''Examples'''  
'''Examples'''  
* <code>is check_evolution player</code>
* <code>is check_evolution player</code>
=== check_max_tech ===
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.
'''Parameters'''
* <code>nr</code>: Number of tech, default the constant
'''Examples'''
* <code>is check_max_tech</code>
* <code>is check_max_tech 2</code>


=== check_mission ===
=== check_mission ===
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* <code>is check_mission player,mission1:mission2,completed</code>
* <code>is check_mission player,mission1:mission2,completed</code>
* <code>is check_mission player,all,completed</code>
* <code>is check_mission player,all,completed</code>
=== check_party_parameter ===
Check to see the player has failed or completed a mission. Check to see if a mission is still pending.
'''Parameters'''
* <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>value</code>: Value to check (related to the attribute) (e.g. 5 - level).
* <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'''
* <code>check_party_parameter player,level,5,equals,1</code> (is there 1 monster in the party at level 5? True/False)
=== check_world ===
Check some world's parameter against a given value.
'''Parameters'''
* <code>parameter</code>: Name of the parameter to check (eg. "layer", etc.).
* <code>value</code>: Given value to check.
'''Supported parameters'''
* '''layer''': color value which is used to overlay the world
* '''bubble''': speech bubble of an npc
'''Examples'''
* <code>is check_world</code>
* <code>is check_world layer,255:255:255:0</code>


=== current_state ===
=== current_state ===
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=== has_party_breeder ===
=== has_party_breeder ===
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 player has a male and female monster in the party (monster not basic, basic is the first step in the evolution stage).
 
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").


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


=== has_tech ===
=== has_tech ===
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'''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 "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
* <code>operator</code>: One of "==", "!=", ">", ">=", "<" or "<=".
* <code>amount</code>: Amount of money or value stored in variable.
* <code>amount</code>: Amount of money.


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


=== monster_flair ===
=== monster_flair ===
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* <code>to be defined</code>
* <code>to be defined</code>


=== music_playing ===
=== monster_property ===
Check to see if the specified music file is currently playing.
Check to see if a monster in the party has one of the following property.
 
'''Parameters'''
* <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'''
* <code>is monster_property level,15</code>
* <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 if the specified music file is currently playing.


'''Parameters'''  
'''Parameters'''  
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=== party_infected ===
=== party_infected ===
Check to see how many monster are infected in the character's party.
Check to see how many monster are infected and stores the iids.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>value</code>: all, some or none.
* <code>value</code>: all, some or none.


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=== party_size ===
=== party_size ===
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>.
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>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>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.
* <code>party_size</code>: The size of the party to check against.
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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>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'''  
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'''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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* <code>fadeout_music 2</code>
* <code>fadeout_music 2</code>


=== format_variable ===
=== get_party_monster ===
Format the value of a variable from the game (eg. float or int).
Saves all the iids (party) in variables. Names are saved in game variables: <code>iid_slot_{index}</code>. Where index is the position in the party (the 1st one is 0, 2nd one is 1, etc.)


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: The variable to format.
* <code>npc_slug</code>: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)
* <code>type_format</code>: Kind of format (float or int).


'''Examples'''  
'''Examples'''  
* <code>format_variable name_variable,int</code>
* <code>get_party_monster</code>
* <code>format_variable name_variable,float</code>
* <code>get_party_monster npc_maple</code>


=== get_monster_tech ===
=== get_player_monster ===
Select a tech among the monster's moves. It allows filtering: slug, element, range.
Select a monster in the player party and store its id in a variable.


'''Parameters'''
It allows filtering: slug, gender, evolution_stage, element, shape, taste_warm, taste_cold, level, weight, height, max_hp, current_hp, armour, dodge, melee, ranged and speed.
* <code>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 ===
Saves all the iids (party) in variables. Names are saved in game variables: <code>iid_slot_{index}</code>. Where index is the position in the party (the 1st one is 0, 2nd one is 1, etc.)
 
'''Parameters'''
* <code>npc_slug</code>: npc slug name (e.g. "npc_maple") - if absent default "player" (optional)
 
'''Examples'''
* <code>get_party_monster</code>
* <code>get_party_monster npc_maple</code>
 
=== get_player_monster ===
Select a monster in the player party and store its id in a variable.
 
It allows filtering: slug, gender, evolution_stage, element, shape, taste_warm, taste_cold, level, weight, height, max_hp, current_hp, armour, dodge, melee, ranged and speed.


For the definition: level, weight, height, max_hp, current_hp, armour, dodge, melee, ranged and speed (all numeric values) is necessary to use a numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
For the definition: level, weight, height, max_hp, current_hp, armour, dodge, melee, ranged and speed (all numeric values) is necessary to use a numeric comparison operator. Accepted values are "less_than", "less_or_equal", "greater_than", "greater_or_equal", "equals" and "not_equals".
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* <code>get_player_monster name_variable,shape,serpent</code>
* <code>get_player_monster name_variable,shape,serpent</code>


=== give_experience ===
=== load_game ===
Gives experience points to the monster.
Loads the game. If the index parameter is absent, then it'll load slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3)


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>index</code>: Selected index. (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>load_game</code> (it's going to load slot4.save)
* <code>give_experience name_variable,420</code>
 
=== info ===
Records monster's attribute values inside a game variable. It allows to record the monster's owner attribute values too.
 
'''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'''
* <code>index</code>: Selected index. (optional)
 
'''Examples'''
* <code>load_game</code> (it's going to load slot4.save)
* <code>load_game 0</code> (it's going to load slot1.save)
* <code>load_game 0</code> (it's going to load slot1.save)


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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'''
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are touched. (Optional)
* <code>stat</code>: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional)
* <code>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional)
 
'''Examples'''
* <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'''  
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* <code>modify_char_attribute character,attribute,value</code>
* <code>modify_char_attribute character,attribute,value</code>


=== modify_money ===
=== open_shop ===
Add or remove an amount of money for a wallet (slug).
Open the shop menu for a NPC.


'''Parameters'''  
'''Parameters'''  
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>amount</code>: Amount of money to add/remove (-/+)
* <code>menu</code>: Either "buy", "sell" or "both". Default is "both". (optional)
* <code>variable</code>: Name of the variable where to store the amount.


'''Examples'''  
'''Examples'''  
* <code>modify_money npc_maple,100</code>
* <code>open_shop npc_maple</code>  
* <code>modify_money npc_maple,-50</code>
* <code>modify_money player,,name_variable</code>


=== modify_monster_bond ===
=== pathfind ===
Add or remove an amount of money for a wallet (slug).
Moves an NPC to a certain tile on the map.


'''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>name</code>: The name of the NPC to be moved.
* <code>amount</code>: An int or float value, if no amount, then default 1 (int).
* <code>tile_pos_x</code>: The X-tile coordinate to have the NPC to walk to.
* <code>tile_pos_y</code>: The Y-tile coordinate to have the NPC to walk to.    


'''Examples'''
'''Examples'''  
* <code>modify_monster_bond</code>
* <code>pathfind Maple,2,3</code>  
* <code>modify_monster_bond name_variable,25</code>
* <code>pathfind Pine,1,6</code>
* <code>modify_monster_bond name_variable,-0.5</code>


=== modify_monster_health ===
=== pathfind_to_player ===
Modify the hp of a monster in the current player's party.
Pathfind NPC close the player.


'''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>: 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>direction</code>: Approaches the player from up, down, left or right.
* <code>distance</code>: How many tiles (2, 3, 4, etc.)


'''Examples'''  
'''Examples'''  
* <code>modify_monster_health</code>
* <code>pathfind_to_player spyder_route2_roddick</code>  
* <code>modify_monster_health ,0.25</code>
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>start_battle player,spyder_route2_roddick</code>  


 
=== pause_music ===
=== modify_monster_stats ===
Pauses the currently playing music.
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>None</code>
* <code>stat</code>: A stat among armour, dodge, hp, melee, speed and ranged. If no stat, then all the stats. (Optional)
* <code>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional)


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


=== open_shop ===
=== play_map_animation ===
Open the shop menu for a NPC.
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>npc_slug</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>.
* <code>menu</code>: Either "buy", "sell" or "both". Default is "both". (optional)
* <code>duration</code>: The amount of time in seconds between each frame. 
* <code>loop</code>: Whether or not to loop the animation. Can be either <code>loop</code> or <code>noloop</code> to loop the animation.
* <code>position</code>: The position to draw the animation. Can either be an <code>x,y</code> coordinate or <code>player</code> to draw the animation over the player.


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


=== overwrite_tech ===
=== play_music ===
Overwrite / replace a technique with another.
Plays an audio file.


'''Parameters'''  
'''Parameters'''  
* <code>removed</code>: Name of the variable where to store the tech id.
* <code>filename</code>: Music file to load (slug inside the JSON in db/sound)
* <code>added</code>: Slug technique.
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
* <code>loop</code>: How many times loop, default forever. (optional)


'''Examples'''  
'''Examples'''  
* <code>overwrite_tech name_variable,peck</code>  
* <code>play_music music_mystic_island</code>  


=== pathfind ===
=== play_sound ===
Moves an NPC to a certain tile on the map.
Plays a sound file.


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the NPC to be moved.
* <code>filename</code>: Sound file to load (slug inside the JSON in db/sound)
* <code>tile_pos_x</code>: The X-tile coordinate to have the NPC to walk to.
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
* <code>tile_pos_y</code>: The Y-tile coordinate to have the NPC to walk to.    


'''Examples'''  
'''Examples'''  
* <code>pathfind Maple,2,3</code>
* <code>play_sound sound_confirm</code>
* <code>pathfind Pine,1,6</code>


=== pathfind_to_player ===
=== print ===
Pathfind NPC close the player.
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>npc_slug</code>: Npc slug name (e.g. "npc_maple").
* <code>variable</code>: Prints out the value of this variable (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>pathfind_to_player spyder_route2_roddick</code>  
* <code>print</code>
* <code>translated_dialog spyder_route2_roddick1</code>
* <code>print name_variable</code>
* <code>start_battle player,spyder_route2_roddick</code>  


=== pause_music ===
=== quarantine ===
Pauses the currently playing music.
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way.  


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>value</code>: in or out
* <code>amount</code>: number of monsters (optional)


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


=== play_map_animation ===
=== quit ===
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>.
Completely quit the game.


'''Parameters'''  
'''Parameters'''  
* <code>animation_name</code>: The name of the animation to play under <code>resources/animations/tileset</code>. 
* <code>None</code>   
* <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>quit</code>   
* <code>play_map_animation sign01,0.4,loop,33,10</code>


=== play_music ===
=== random_battle ===
Plays an audio file.
Start random battle with a random npc with a determined number of monster in a certain range of levels.


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


'''Examples'''  
'''Examples'''  
* <code>play_music music_mystic_island</code>  
* <code>random_battle 6,1,99</code>


=== play_sound ===
=== random_encounter ===
Plays a sound file.
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.
 
Here is an example encounter file: ''resources/db/encounter/route1.json'' 
 
  "slug": "route1",
  "monsters": [
    {
      "monster": "pairagrin",
      "encounter_rate": 3.5,
      "variable": "daytime:true",
      "exp_req_mod": 1,
      "level_range": [
        2,
        4
      ]
    },


'''Parameters'''  
'''Parameters'''  
* <code>filename</code>: Sound file to load (slug inside the JSON in db/sound)
* <code>encounter_slug</code>: Slug of the encounter list.
* <code>volume</code>: Number between 0.0 and 1.0. (optional)
* <code>total_prob</code>: Total sum of the probabilities. (optional)
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


'''Examples'''  
'''Examples'''  
* <code>play_sound sound_confirm</code>
* <code>random_encounter route1</code>
* <code>random_encounter route1,20</code>


=== print ===
=== random_integer ===
Print the current value of a game variable to the console. If no variable is specified, print out values of all game variables.
Randomly choose an integer between 2 numbers (inclusive), and set the key in the player.game_variables dictionary to be this value. For example, 'random_integer xyz,1,6' will set the value of the game variable 'xyz' to be either 1, 2, 3, 4, 5, or 6.


'''Parameters''' :
'''Parameters'''  
* <code>variable</code>: Prints out the value of this variable (optional)
* <code>variable</code>: Name of the variable.
* <code>lower_bound</code>: Lower bound of range to return an integer between (inclusive)
* <code>upper_bound</code>: Upper bound of range to return an integer between (inclusive)


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


=== quarantine ===
=== random_item ===
Quarantine infected monsters. Amount works only for "out", it takes out the amount in a random way.
Pick a random item from a list and add it to the trainer's inventory.


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


'''Examples'''  
'''Examples'''  
* <code>quarantine out</code> everything out (player's party -> if full, then box)
* <code>random_item potion:tea:revive</code> (adds 1 potion or tea or revive to the trainer's inventory).
* <code>quarantine out,5</code> eg. box contains 30 monsters <code>quarantine out,5</code>, it means 5 monsters by random
* <code>random_item potion:tea:revive,2</code> (adds 2 potions or teas or revives to the trainer's inventory).
* <code>random_item potion:tea:revive,2,npc_maple</code> (adds 2 potions or teas or revives to the maple's inventory).
* <code>random_item potion:tea:revive,,npc_maple</code> (adds 1 potion or tea or revive to the maple's inventory).


=== quit ===
=== random_monster ===
Completely quit the game.
Add a monster to the specified trainer's party if there is room.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>monster_level</code>: Level of the added monster.
* <code>trainer_slug</code>: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>money_mod</code>: Money modifier. (optional)
* <code>shape</code>: Shape (eg. varmint, brute, etc.). (optional)
* <code>evo</code>: Stage (eg. basic, stage1, etc.). (optional)


'''Examples'''  
'''Examples'''  
* <code>quit</code>
* <code>random_monster 10</code>
* <code>random_monster 10,npc_maple</code>
* <code>random_monster 10,npc_maple,10,27</code>
* <code>random_monster 10,npc_maple,10,27,aquatic,basic</code>
* <code>random_monster 10,npc_maple,,,brute,basic</code>
 
=== remove_collision ===
Removes a collision defined by a specific label.


=== random_battle ===
'''Parameters''' :
Start random battle with a random npc with a determined number of monster in a certain range of levels.
* <code>label</code>: Name of the obstacle.


'''Parameters'''  
'''Examples'''  
* <code>nr_txmns</code>: Number of tuxemon (1 to 6).
* <code>remove_collision obstacle</code> (it can one added with add_collision or an existing zone in the .tmx file).
* <code>min_level</code>: Minimum level of the party.
 
* <code>max_level</code>: Maximum level of the party.
=== remove_contacts ===
Remove contact from the app (Nu Phone).
 
'''Parameters''' :
* <code>slug</code>: slug name (e.g. "npc_maple").


'''Examples'''  
'''Examples'''  
* <code>random_battle 6,1,99</code>
* <code>remove_contacts npc_maple</code>
 
=== remove_monster ===
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.


=== random_encounter ===
'''Parameters'''
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.
* <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.


Here is an example encounter file: ''resources/db/encounter/route1.json'' 
'''Examples'''
* <code>get_player_monster name_variable</code>
* <code>remove_monster name_variable</code>


  "slug": "route1",
=== remove_npc ===
  "monsters": [
Removes an NPC from the current map.
    {
      "monster": "pairagrin",
      "encounter_rate": 3.5,
      "variable": "daytime:true",
      "exp_req_mod": 1,
      "level_range": [
        2,
        4
      ]
    },


'''Parameters'''  
'''Parameters'''  
* <code>encounter_slug</code>: Slug of the encounter list.
* <code>name</code>: The name of the NPC to remove.
* <code>total_prob</code>: Total sum of the probabilities. (optional)
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)


'''Examples'''  
'''Examples'''  
* <code>random_encounter route1</code>
* <code>remove_npc Maple</code>
* <code>random_encounter route1,20</code>
* <code>remove_npc Pine</code>


=== random_integer ===
=== remove_state ===
Randomly choose an integer between 2 numbers (inclusive), and set the key in the player.game_variables dictionary to be this value. For example, 'random_integer xyz,1,6' will set the value of the game variable 'xyz' to be either 1, 2, 3, 4, 5, or 6.
Change to the specified state.


'''Parameters'''  
'''Parameters'''
* <code>variable</code>: Name of the variable.
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>lower_bound</code>: Lower bound of range to return an integer between (inclusive)
* <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState).
* <code>upper_bound</code>: Upper bound of range to return an integer between (inclusive)


'''Examples'''  
'''Examples'''  
* <code>random_integer name_variable,1,9</code>
* <code>remove_state</code> (it removes everything, excluding the basic ones)
* <code>remove_state JournalInfoState</code> (it removes everything, excluding the basic ones)


=== random_item ===
=== rename_monster ===
Pick a random item from a list and add it to the trainer's inventory.
Open the text input screen to rename the monster.


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


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


=== random_monster ===
=== rename_player ===
Add a monster to the specified trainer's party if there is room.
Open the text input screen to rename the player.


'''Parameters'''  
'''Parameters'''  
* <code>monster_level</code>: Level of the added monster.
* <code>None</code>
* <code>trainer_slug</code>: Slug of the trainer that will receive the monster. It defaults to the current player. (optional)
 
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>money_mod</code>: Money modifier. (optional)
* <code>shape</code>: Shape (eg. varmint, brute, etc.). (optional)
* <code>evo</code>: Stage (eg. basic, stage1, etc.). (optional)
 
'''Examples'''  
'''Examples'''  
* <code>random_monster 10</code>
* <code>rename_player</code>
* <code>random_monster 10,npc_maple</code>
* <code>random_monster 10,npc_maple,10,27</code>
* <code>random_monster 10,npc_maple,10,27,aquatic,basic</code>
* <code>random_monster 10,npc_maple,,,brute,basic</code>


=== remove_collision ===
=== rumble ===
Removes a collision defined by a specific label.
Rumble available controllers with rumble support.


'''Parameters''' :
'''Parameters'''  
* <code>label</code>: Name of the obstacle.
* <code>duration</code>: Time in seconds to rumble for.
* <code>power</code>: Percentage of power to rumble.


'''Examples'''  
'''Examples'''  
* <code>remove_collision obstacle</code> (it can one added with add_collision or an existing zone in the .tmx file).
* <code>rumble duration,power</code>


=== remove_contacts ===
=== save_game ===
Remove contact from the app (Nu Phone).
Saves the game. If the index parameter is absent, then it'll create slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3)


'''Parameters''' :
'''Parameters'''  
* <code>slug</code>: slug name (e.g. "npc_maple").
* <code>index</code>: Selected index. (optional)


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


=== remove_monster ===
=== screen_transition ===
Remove a monster from the party if the monster is there.
Fades the screen to black and back over <code>x</code> seconds.


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


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>screen_transition 2</code>
* <code>remove_monster name_variable</code>


=== remove_npc ===
=== set_battle ===
Removes an NPC from the current map.
Append a new element in player.battles.


'''Parameters'''  
'''Parameters'''  
* <code>name</code>: The name of the NPC to remove.
* <code>fighter</code>: Npc slug name (e.g. "npc_maple").
* <code>result</code>: One among "won", "lost" or "draw"
* <code>opponent</code>: Npc slug name (e.g. "npc_maple").


'''Examples'''  
'''Examples'''  
* <code>remove_npc Maple</code> 
* <code>set_battle player,won,npc_maple</code> (player won against npc_maple)
* <code>remove_npc Pine</code>


=== remove_state ===
=== set_bubble ===
Change to the specified state.
Put a bubble above player sprite.


'''Parameters'''
'''Parameters'''  
* <code>state_name</code>: The state name to switch to (e.g. PCState).
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>optional</code>: Variable related to specific states (eg slug for JournalInfoState).
* <code>bubble</code>: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks


'''Examples'''  
'''Examples'''  
* <code>remove_state</code> (it removes everything, excluding the basic ones)
* <code>set_bubble spyder_shopassistant</code> (remove bubble NPC)
* <code>remove_state JournalInfoState</code> (it removes everything, excluding the basic ones)
* <code>set_bubble spyder_shopassistant,note</code> (set bubble NPC)
* <code>set_bubble player,note</code> (set bubble player)
* <code>set_bubble player</code> (remove bubble player)


=== remove_tech ===
=== set_code ===
Remove a specific technique from a specific monster.
Set a code and checks if it's correct or not. Case Sensitive: ATTENTION and AtTenTION are two different words.


'''Parameters'''
'''Parameters'''  
* <code>tech_id</code>: Name of the variable where to store the tech id.
* <code>question</code>: The question the player needs to reply. (eg. "access_code") then you create the msgid "access_code" inside the English PO file, as follows: msgid "access_code" and msgstr "Here the actual question?"
* <code>answer</code>: The right answer to the question.
* <code>variable</code>: Where the result (right/wrong) is saved.


'''Examples'''  
'''Examples'''  
* <code>remove_tech name_variable</code>
* <code>set_code access_code,joke,name_variable</code>


=== rename_monster ===
=== set_economy ===
Open the text input screen to rename the monster.
Set the economy (prices of items) of the npc or player.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>economy_slug</code>: Slug of an economy.


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


=== rename_player ===
From hidden to visible: set_kennel_visible name_kennel,true
Open the text input screen to rename the player.
From visible to hidden: set_kennel_visible name_kennel,false


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>kennel</code>: Name of the kennel.
* <code>visible</code>: true/false.


'''Examples'''  
'''Examples'''  
* <code>rename_player</code>
* <code>set_kennel_visible name_kennel,true</code>
* <code>set_kennel_visible name_kennel,false</code>
 
=== set_kennel ===
Create a new kennel. If the kennel is visible, then it's advisable to create a msgid in the en_US PO file.


=== rumble ===
msgid "kennel_name"
Rumble available controllers with rumble support.
msgstr "Kennel Name"


'''Parameters'''  
'''Parameters'''  
* <code>duration</code>: Time in seconds to rumble for.
* <code>kennel</code>: Name of the kennel.
* <code>power</code>: Percentage of power to rumble.
* <code>visible</code>: true/false.


'''Examples'''  
'''Examples'''  
* <code>rumble duration,power</code>
* <code>set_kennel new_kennel,true</code>


=== save_game ===
=== set_layer ===
Saves the game. If the index parameter is absent, then it'll create slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3)
Allows to change the color of the transparent layer.


'''Parameters'''  
'''Parameters'''  
* <code>index</code>: Selected index. (optional)
* <code>rgb</code>: color (eg red > 255,0,0,128 > 255:0:0:128) - default transparent


'''Examples'''  
'''Examples'''  
* <code>save_game</code> (it's going to save slot4.save)
* <code>set_layer 255:0:0:128</code>
* <code>save_game 1</code> (it's going to save slot2.save)


=== screen_transition ===
=== set_money ===
Fades the screen to black and back over <code>x</code> seconds.
Set the key and value in the money dictionary. It'll reset the previous amount.


'''Parameters'''  
'''Parameters'''  
* <code>trans_time</code>: Time in seconds - default 0.3 (optional).
* <code>slug</code>: Slug name (e.g. player or NPC, etc.).
* <code>rgb</code>: color (eg red > 255,0,0 > 255:0:0) - default rgb(255,255,255) (optional)
* <code>amount</code>: Amount of money


'''Examples'''  
'''Examples'''  
* <code>screen_transition 2</code>
* <code>set_money player,500</code>


=== set_battle ===
=== set_mission ===
Append a new element in player.battles.
Set mission.


'''Parameters'''  
'''Parameters'''  
* <code>fighter</code>: Npc slug name (e.g. "npc_maple").
* <code>slug</code>: slug mission
* <code>result</code>: One among "won", "lost" or "draw"
* <code>operation</code>: add, remove or change
* <code>opponent</code>: Npc slug name (e.g. "npc_maple").
* <code>status</code>: completed, pending, failed (default pending)
* <code>character</code>: slug name (e.g. "npc_maple"), default player.


'''Examples'''  
'''Examples'''  
* <code>set_battle player,won,npc_maple</code> (player won against npc_maple)
* <code>set_mission mission1</code>
* <code>set_mission mission1,change,completed</code>


=== set_bubble ===
=== set_monster_flair ===
Put a bubble above player sprite.
Set a monster's flair to the given value.


'''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 changed.
* <code>bubble</code>: dots, drop, exclamation, heart, note, question, sleep, angry, confused, fireworks
* <code>category</code>: Category of the monster flair.
* <code>flair</code>: Name of the monster flair.


'''Examples'''  
'''Examples'''  
* <code>set_bubble spyder_shopassistant</code> (remove bubble NPC)
* <code>get_player_monster name_variable</code>
* <code>set_bubble spyder_shopassistant,note</code> (set bubble NPC)
* <code>set_monster_flair name_variable,category,flair</code>
* <code>set_bubble player,note</code> (set bubble player)
* <code>set_bubble player</code> (remove bubble player)


=== set_economy ===
=== set_monster_health ===
Set the economy (prices of items) of the npc or player.
Changes the hp of a monster in the current player's party. The action parameters may contain a monster slot and the amount of health.  


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed. (optional)
* <code>economy_slug</code>: Slug of an economy.
* <code>health</code>: A float value between 0 and 1, which is the percent of max hp to be restored to. A int value, which is the number of HP to be restored to. If no health is specified, the hp is maxed out. (optional)


'''Examples'''  
'''Examples'''  
* <code>set_economy spyder_shopkeeper,spyder_candy_scoop</code>
* <code>set_monster_health</code> (heals all the monsters in the party)
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_health name_variable,1</code>


=== set_kennel_visible ===
=== set_monster_level ===
Set the kennel visible or hidden.
Change the level of a monster in the current player's party.
 
From hidden to visible: set_kennel_visible name_kennel,true
From visible to hidden: set_kennel_visible name_kennel,false


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


'''Examples'''  
'''Examples'''  
* <code>set_kennel_visible name_kennel,true</code>
* <code>set_monster_level</code> (all the monsters in the party level up by 1)
* <code>set_kennel_visible name_kennel,false</code>
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_level name_variable,1</code>


=== set_kennel ===
=== set_monster_plague ===
Create a new kennel. If the kennel is visible, then it's advisable to create a msgid in the en_US PO file.
Cure or infect a monster.


msgid "kennel_name"
'''Parameters'''  
msgstr "Kennel Name"
* <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)
'''Parameters'''  
* <code>kennel</code>: Name of the kennel.
* <code>visible</code>: true/false.


'''Examples'''  
'''Examples'''  
* <code>set_kennel new_kennel,true</code>
* <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_layer ===
=== set_monster_status ===
Allows to change the color of the transparent layer.
Change the status of a monster in the current player's party.


'''Parameters'''  
'''Parameters'''  
* <code>rgb</code>: color (eg red > 255,0,0,128 > 255:0:0:128) - default transparent
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters get/lose status.. (optional)
* <code>status</code>: Inoculated, healthy or infected, default healthy (optional)


'''Examples'''  
'''Examples'''  
* <code>set_layer 255:0:0:128</code>
* <code>set_monster_status</code> (all the monsters in the party lose their status)
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_status name_variable,status_blinded</code>


=== set_mission ===
=== set_char_attribute ===
Set mission.
Set the given attribute of the character to the 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>slug</code>: slug mission
* <code>attribute</code>: Name of the attribute.
* <code>operation</code>: add, remove or change
* <code>value</code>: Value of the attribute.
* <code>status</code>: completed, pending, failed (default pending)


'''Examples'''  
'''Examples'''  
* <code>set_mission mission1</code>
* <code>set_char_attribute character,attribute,value</code>
* <code>set_mission mission1,change,completed</code>


=== set_money ===
=== set_party_status ===
Set an amount of money for a specific slug.
Records important information about all monsters in the party (eg average level of the party, etc.)


'''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 (>= 0) (default 0)


'''Examples'''  
'''Examples'''  
* <code>set_money player</code>
* <code>set_party_status player</code>
* <code>set_money player,500</code>


=== set_monster_attribute ===
=== set_player_name ===
Set the given attribute of the monster to the given value.
Set player name without opening the input screen.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>choice</code>: Single name or multiple names separated by ":" (random choice). NB: the names must be in the en_US PO file.
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.


'''Examples'''  
'''Examples'''  
* <code>set_monster_attribute name_variable,name,jimmy</code> (the monster will be named jimmy)
* <code>set_player_name jimmy</code>
* <code>set_player_name jimmy:richard:linus</code> (random choice among jimmy, richard and linus)


=== set_monster_flair ===
=== set_random_variable ===
Set a monster's flair to the given value.
Set the key in the player.game_variables dictionary with a random value.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed.
* <code>variable</code>: Name of the variable.
* <code>category</code>: Category of the monster flair.
* <code>values</code>: Multiple values of the variable separated with ":".
* <code>flair</code>: Name of the monster flair.


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>set_random_variable alpha,one:two:three</code> (variable "alpha" can be "alpha:one" or "alpha:two" or "alpha:three").
* <code>set_monster_flair name_variable,category,flair</code>
 
=== set_template ===
Switch template (sprite and combat_front).
 
Please remember that if you change the combat_front, automatically will change the combat_back.
Eg if you set the sprite xxx, then it's going to add _back.png -> xxx_back.png


=== set_monster_health ===
if you choose a feminine sprite, then it's advisable: heroine
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.
if you choose a masculine sprite, then it's advisable: adventurer


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed. (optional)
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>health</code>: A float value between 0 and 1, which is the percent of max hp to be restored to. A int value, which is the number of HP to be restored to. If no health is specified, the hp is maxed out. (optional)
* <code>sprite</code>: must be inside mods/tuxemon/sprites (default = original), eg: adventurer_brown_back.png -> adventurer
* <code>combat_front</code>: must be inside mods/tuxemon/gfx/sprites/player, eg: adventurer.png -> adventurer (optional)


'''Examples'''  
'''Examples'''  
* <code>set_monster_health</code> (heals all the monsters in the party)
* <code>set_template player,adventurer,adventurer</code>
or
 
* <code>get_player_monster name_variable</code>
=== set_tuxepedia ===
* <code>set_monster_health name_variable,1</code>
Set the key and value in the Tuxepedia dictionary.
 
=== set_monster_level ===
Change the level of a monster in the current player's party.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. (optional)
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>levels_added</code>: Number of levels to add. Negative numbers are allowed. Default 1. (optional)
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").  
* <code>label</code>: seen / caught


'''Examples'''  
'''Examples'''  
* <code>set_monster_level</code> (all the monsters in the party level up by 1)
* <code>set_tuxepedia player,rockitten,caught</code>
or
 
* <code>get_player_monster name_variable</code>
=== set_variable ===
* <code>set_monster_level name_variable,1</code>
Sets an arbitrary variable to a particular value. This action is good for seeing if battles with NPCs have been fought or not. These variables are also saved when the player saves the game.


=== set_monster_status ===
Also used to set the [[:Category:Environment|environment]].
Change the status of a monster in the current player's party.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters get/lose status.. (optional)
* <code>variable_name:value</code>: A key, value pair of the <code>variable_name</code> to set with <code>value</code>
* <code>status</code>: Inoculated, healthy or infected, default healthy (optional)


'''Examples'''  
'''Examples'''  
* <code>set_monster_status</code> (all the monsters in the party lose their status)
* <code>set_variable battle_won:yes</code>
or
* <code>set_variable talked_to_prof:true</code>
* <code>get_player_monster name_variable</code>
* <code>set_variable environment:grass</code>
* <code>set_monster_status name_variable,status_blinded</code>
* <code>set_variable whatever:today</code>: whatever stores today's date (use in combination with condition <code>once</code>)


=== set_char_attribute ===
=== spawn_monster ===
Set the given attribute of the character to the given value.
Breed a new monster. Add a new monster, created by breeding the two given monsters (identified by instance_id, stored in a variable) and adds it to the given character's party (identified by slug). The parents must be in either the trainer's party, or a storage box owned by the trainer.


'''Parameters'''  
'''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 attribute.
* <code>value</code>: Value of the attribute.


'''Examples'''  
'''Examples'''  
* <code>set_char_attribute character,attribute,value</code>
* <code>spawn_monster</code>


=== set_party_attribute ===
=== start_battle ===
Set the given attribute of party's monsters to the given value.
Start a battle between two characters and switch to the combat module.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>character1</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute.
* <code>character2</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>value</code>: Value of the attribute.


'''Examples'''  
'''Examples'''  
* <code>set_party_attribute player,name,jimmy</code> (all the monsters in the party will be named jimmy)
* <code>start_battle player,npc_maple</code>
* <code>start_battle npc_maple,npc_apple</code>


=== set_party_status ===
=== start_cinema_mode ===
Records important information about all monsters in the party (eg average level of the party, etc.)
Start cinema mode by animating black bars to narrow the aspect ratio.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>set_party_status player</code>
* <code>start_cinema_mode</code>


=== set_player_name ===
=== stop_cinema_mode ===
Set player name without opening the input screen.
Stop cinema mode by animating black bars back to the normal aspect ratio.


'''Parameters'''  
'''Parameters'''  
* <code>choice</code>: Single name or multiple names separated by ":" (random choice). NB: the names must be in the en_US PO file.
* <code>None</code>


'''Examples'''  
'''Examples'''  
* <code>set_player_name jimmy</code>
* <code>stop_cinema_mode</code>
* <code>set_player_name jimmy:richard:linus</code> (random choice among jimmy, richard and linus)


=== set_random_variable ===
=== store_monster ===
Set the key in the player.game_variables dictionary with a random value.
Store a monster in a box. Save the player's monster with the given instance_id to the named storage box, removing it from the player party.


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


'''Examples'''  
'''Examples'''  
* <code>set_random_variable alpha,one:two:three</code> (variable "alpha" can be "alpha:one" or "alpha:two" or "alpha:three").
* <code>get_player_monster name_variable</code>
then:
* <code>store_monster name_variable</code>
or
* <code>store_monster name_variable,name_kennel</code>


=== set_template ===
=== teleport_faint ===
Switch template (sprite and combat_front).
Teleport the player to the point in the teleport_faint variable. Usually used to teleport to the last visited Tuxcenter, as when all monsters in the party faint.
 
Please remember that if you change the combat_front, automatically will change the combat_back.
Eg if you set the sprite xxx, then it's going to add _back.png -> xxx_back.png
 
if you choose a feminine sprite, then it's advisable: heroine
if you choose a masculine sprite, then it's advisable: adventurer


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>None</code>
* <code>sprite</code>: must be inside mods/tuxemon/sprites (default = original), eg: adventurer_brown_back.png -> adventurer
* <code>combat_front</code>: must be inside mods/tuxemon/gfx/sprites/player, eg: adventurer.png -> adventurer (optional)


'''Examples'''  
'''Examples'''  
* <code>set_template player,adventurer,adventurer</code>
* <code>teleport_faint</code>


=== set_tuxepedia ===
=== teleport ===
Set the key and value in the Tuxepedia dictionary.
Teleports the player to a given position on a map. This teleport is immediate and does not have any transition animation.


'''Parameters'''  
'''Parameters'''  
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>map_name</code>: The map file to teleport the player to.
* <code>monster_slug</code>: Monster slug name (e.g. "rockitten").  
* <code>x</code>: The X-tile coordinate to teleport the player to.
* <code>label</code>: seen / caught
* <code>y</code>: The Y-tile coordinate to teleport the player to.


'''Examples'''  
'''Examples'''  
* <code>set_tuxepedia player,rockitten,caught</code>
* <code>teleport map1.tmx,3,4</code> 
* <code>teleport room1.tmx,8,1</code>


=== set_variable ===
=== trading ===
Sets an arbitrary variable to a particular value. This action is good for seeing if battles with NPCs have been fought or not. These variables are also saved when the player saves the game.
Select a monster in the player party and trade. It's advisable to use it with the condition <code>not has_monster monster_slug</code>.
 
Also used to set the [[:Category:Environment|environment]].


'''Parameters'''  
'''Parameters'''  
* <code>variable_name:value</code>: A key, value pair of the <code>variable_name</code> to set with <code>value</code>.
* <code>removed</code>: Instance id (name variable).
* <code>added</code>: Slug monster.


'''Examples'''  
'''Examples'''  
* <code>set_variable battle_won:yes</code>
* <code>get_player_monster name_variable</code>
* <code>set_variable talked_to_prof:true</code>
then
* <code>set_variable environment:grass</code>
* <code>trading name_variable,nut</code>
* <code>set_variable whatever:today</code>: whatever stores today's date (use in combination with condition <code>once</code>)


=== spawn_monster ===
=== transfer_money ===
Breed a new monster. Add a new monster, created by breeding the two given monsters (identified by instance_id, stored in a variable) and adds it to the given character's party (identified by slug). The parents must be in either the trainer's party, or a storage box owned by the trainer.
Performs a mathematical transaction on the player's money.


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


'''Examples'''  
'''Examples'''  
* <code>spawn_monster</code>
* <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)


=== start_battle ===
=== transition_teleport ===
Start a battle between two characters and switch to the combat module.
Teleports the player to a given position on a map with a screen transition over <code>x</code> seconds.


'''Parameters'''  
'''Parameters'''  
* <code>character1</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>map_name</code>: The map file to teleport the player to.
* <code>character2</code>: Either "player" or character slug name (e.g. "npc_maple").
* <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>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)


'''Examples'''  
'''Examples'''  
* <code>start_battle player,npc_maple</code>
* <code>teleport map2.tmx,1,6,1.5</code>
* <code>start_battle npc_maple,npc_apple</code>
* <code>teleport room1.tmx,8,1,4</code>


=== start_cinema_mode ===
=== translated_dialog_choice ===
Start cinema mode by animating black bars to narrow the aspect ratio.
Asks the player to select a choice. The translations for the text are looked up based on a given key.


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>choice_keys</code>: Keys to reference translated text choices separated by colons.
* <code>variable</code>: The variable to store the answer which will be the key for the translated text.


'''Examples'''  
'''Examples'''  
* <code>start_cinema_mode</code>
* <code>translated_dialog_choice yes:no,myvariable</code>


=== stop_cinema_mode ===
=== translated_dialog ===
Stop cinema mode by animating black bars back to the normal aspect ratio.
Open a dialog window with translated text according to the passed translation key. Parameters passed to the translation string will also be checked if a translation key exists.  


'''Parameters'''  
'''Parameters'''  
* <code>None</code>
* <code>text</code>: The msgid in the PO file.
* <code>avatar</code>: If it is a number, the monster is the corresponding monster slot in the player's party. If it is a string, we're referring to a monster by name.
* <code>style</code>: a predefined style in db/dialogue/dialogue.json


'''Examples'''  
'''Examples'''  
* <code>stop_cinema_mode</code>
* <code>translated_dialog msgid</code>


=== store_monster ===
=== unlock_controls ===
Store a monster in a box. Save the player's monster with the given instance_id to the named storage box, removing it from the player party.
Unlock player controls


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>None</code>
* <code>box</code>: An existing box where the monster will be stored. (optional)


'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>unlock_controls</code>
then:
* <code>store_monster name_variable</code>
or
* <code>store_monster name_variable,name_kennel</code>


=== teleport_faint ===
=== variable_math ===
Teleport the player to the point in the teleport_faint variable. Usually used to teleport to the last visited Tuxcenter, as when all monsters in the party faint.
Performs a mathematical operation on the key in the player.game_variables dictionary.


'''Parameters'''  
'''Parameters'''  
* <code>trans_time</code>: Transition time in seconds - default 0.3. 
* <code>variable_name</code>
* <code>operation</code>: +, -, * or /
* <code>value</code>


'''Examples'''  
'''Examples'''  
* <code>teleport_faint</code>
* <code>variable_math badge_count,+,1</code>
* <code>teleport_faint 6.9</code>


=== teleport ===
=== wait ===
Teleports the player to a given position on a map. This teleport is immediate and does not have any transition animation.
Pauses execution of all events for the given amount of time in seconds.


'''Parameters'''  
'''Parameters'''  
* <code>map_name</code>: The map file to teleport the player to. 
* <code>seconds</code>: The amount of time in seconds to wait for.   
* <code>x</code>: The X-tile coordinate to teleport the player to.   
* <code>y</code>: The Y-tile coordinate to teleport the player to.


'''Examples'''  
'''Examples'''  
* <code>teleport map1.tmx,3,4</code>   
* <code>wait 2.0</code>   
* <code>teleport room1.tmx,8,1</code>
* <code>wait 5.2</code>


=== trading ===
=== wild_encounter ===
Select a monster in the player party and trade. It's advisable to use it with the condition <code>not has_monster monster_slug</code>.
Start an encounter with a single wild monster.


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id (removed).
* <code>monster_slug</code>: Monster slug.
* <code>added</code>: Slug monster or Name of the variable where to store the monster id (added).
* <code>monster_level</code>: Level of monster.
 
* <code>exp_mod</code>: Experience modifier. (optional)
'''Examples'''
* <code>get_player_monster name_variable</code>
then
* <code>trading name_variable,nut</code>
 
=== transfer_money ===
Transfer money between entities. Both entities needs to have a wallet.
 
'''Parameters'''
* <code>slug1</code>: Slug name (e.g. NPC, etc.)
* <code>amount</code>: Amount of money.
* <code>slug2</code>: Slug name (e.g. NPC, etc.)
 
'''Examples'''
* <code>transfer_money player,100,npc_mom</code> (player transfers 100 to mom)
 
=== transition_teleport ===
Teleports the player to a given position on a map with a screen transition over <code>x</code> seconds.
 
'''Parameters'''
* <code>map_name</code>: The map file 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>trans_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)
 
'''Examples'''
* <code>teleport map2.tmx,1,6,1.5</code> 
* <code>teleport room1.tmx,8,1,4</code>
 
=== translated_dialog_choice ===
Asks the player to select a choice. The translations for the text are looked up based on a given key.
 
'''Parameters'''
* <code>choice_keys</code>: Keys to reference translated text choices separated by colons.
* <code>variable</code>: The variable to store the answer which will be the key for the translated text.
 
'''Examples'''
* <code>translated_dialog_choice yes:no,myvariable</code>
 
=== translated_dialog ===
Open a dialog window with translated text according to the passed translation key. Parameters passed to the translation string will also be checked if a translation key exists.
 
'''Parameters'''
* <code>text</code>: The msgid in the PO file.
* <code>avatar</code>: If it is a number, the monster is the corresponding monster slot in the player's party. If it is a string, we're referring to a monster by name.
* <code>style</code>: a predefined style in db/dialogue/dialogue.json
 
'''Examples'''
* <code>translated_dialog msgid</code> 
 
=== unlock_controls ===
Unlock player controls
 
'''Parameters'''
* <code>None</code>
 
'''Examples'''
* <code>unlock_controls</code> 
 
=== update_tile_properties ===
Update tile properties. Enable movement and/or the moverate. '''moverate 0 = not accessible'''. The surface keys supported are: '''surfable''', '''walkable''' and '''climbable'''.
 
'''Parameters'''
* <code>label</code>: Name of the property
* <code>moverate</code>: Value of the moverate (eg 1 equal moverate, default 1)
 
'''Examples'''
* <code>update_tile_properties surfable,0.5</code> 
 
=== variable_math ===
Performs a mathematical operation on the key in the player.game_variables dictionary.
 
'''Parameters'''
* <code>variable_name</code>
* <code>operation</code>: +, -, * or /
* <code>value</code>
 
'''Examples'''
* <code>variable_math badge_count,+,1</code>
 
=== wait ===
Pauses execution of all events for the given amount of time in seconds.
 
'''Parameters'''
* <code>seconds</code>: The amount of time in seconds to wait for. 
 
'''Examples'''
* <code>wait 2.0</code> 
* <code>wait 5.2</code>
 
=== wild_encounter ===
Start an encounter with a single wild monster.
 
'''Parameters'''
* <code>monster_slug</code>: Monster slug.
* <code>monster_level</code>: Level of monster.
* <code>exp_mod</code>: Experience modifier. (optional)
* <code>mon_mod</code>: Money modifier. (optional)
* <code>mon_mod</code>: Money modifier. (optional)
* <code>env</code>: Environment (grass default) -> [[Battle Terrain]] (optional)
* <code>env</code>: Environment (grass default) -> [[Battle Terrain]] (optional)
Line 1,678: Line 1,515:


'''Parameters'''  
'''Parameters'''  
* <code>variable</code>: Name of the variable where to store the monster id.
* <code>monster_id</code>: The id of the monster to pull (variable).
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). The one who is going to receive the monster.
* <code>trainer</code>: Slug of the trainer that will receive the monster. It defaults to the current player.
           
 
'''Examples'''  
'''Examples'''  
* <code>get_player_monster name_variable</code>
* <code>get_player_monster name_variable</code>
Line 1,809: Line 1,646:
     <property name="act30" value="add_monster chloragon,3,npc_maple"/>
     <property name="act30" value="add_monster chloragon,3,npc_maple"/>
     <property name="act40" value="add_monster rockitten,3,npc_apple"/>
     <property name="act40" value="add_monster rockitten,3,npc_apple"/>
     <property name="act50" value="start_battle npc_maple,npc_apple"/>
     <property name="act50" value="start_battle speck,acolyte"/>
separate event, multiple endings, if npc_maple wins
separate event, multiple endings, if npc_maple wins
     <property name="cond1" value="is variable_set battle_last_winner:npc_maple"/>
     <property name="cond1" value="is variable_set battle_last_winner:npc_maple"/>
separate event, multiple endings, if npc_apple wins
separate event, multiple endings, if npc_apple wins
     <property name="cond1" value="not variable_set battle_last_winner:npc_maple"/>
     <property name="cond1" value="is variable_set battle_last_winner:npc_apple"/>
separate event, multiple endings, if no-one wins
separate event, multiple endings, if no-one wins
     <property name="cond1" value="is variable_set battle_last_result:draw"/>
     <property name="cond1" value="is variable_set battle_last_result:draw"/>

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