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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_world === | === check_world === | ||
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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>: | * <code>operator</code>: One of "==", "!=", ">", ">=", "<" or "<=". | ||
* <code>amount</code>: Amount of money | * <code>amount</code>: Amount of money. | ||
'''Examples''' | '''Examples''' | ||
* <code>is money_is player,>=,500</code> | * <code>is money_is player,>=,500</code> | ||
=== monster_flair === | === monster_flair === | ||
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'''Examples''' | '''Examples''' | ||
* <code>to be defined</code> | * <code>to be defined</code> | ||
=== monster_property === | |||
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 === | === music_playing === | ||
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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_monster_tech === | === get_monster_tech === | ||
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* <code>get_player_monster name_variable,shape,serpent</code> | * <code>get_player_monster name_variable,shape,serpent</code> | ||
=== | === load_game === | ||
Loads the game. If the index parameter is absent, then it'll load slot4.save (index = 0 > slot 1, index = 1 > slot 2, index = 2 > slot 3) | |||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>index</code>: Selected index. (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>load_game</code> (it's going to load slot4.save) | ||
* <code> | * <code>load_game 0</code> (it's going to load slot1.save) | ||
=== lock_controls === | |||
=== lock_controls === | |||
Lock player controls. | Lock player controls. | ||
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* <code>slug</code>: Slug name (e.g. player or NPC, etc.). | * <code>slug</code>: Slug name (e.g. player or NPC, etc.). | ||
* <code>amount</code>: Amount of money to add/remove (-/+) | * <code>amount</code>: Amount of money to add/remove (-/+) | ||
'''Examples''' | '''Examples''' | ||
* <code>modify_money npc_maple,100</code> | * <code>modify_money npc_maple,100</code> | ||
* <code>modify_money npc_maple,-50</code> | * <code>modify_money npc_maple,-50</code> | ||
=== | === modify_monster_stats === | ||
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>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>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) | * <code>amount</code>: A/an float/int value, if no amount, then default 1 (+). (Optional) | ||
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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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* <code>set_layer 255:0:0:128</code> | * <code>set_layer 255:0:0:128</code> | ||
=== | === set_money === | ||
Set | Set an amount of money for a specific slug. | ||
'''Parameters''' | '''Parameters''' | ||
* <code>slug</code>: Slug name (e.g. player or NPC, etc.). | |||
* <code>amount</code>: Amount of money (>= 0) (default 0) | |||
* <code>slug</code>: Slug name (e.g. player or NPC, etc.). | |||
* <code>amount</code>: Amount of money (>= 0) (default 0) | |||
'''Examples''' | '''Examples''' | ||
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* <code>set_money player,500</code> | * <code>set_money player,500</code> | ||
=== | === set_mission === | ||
Set | Set mission. | ||
'''Parameters''' | '''Parameters''' | ||
* <code> | * <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple"). | ||
* <code> | * <code>slug</code>: slug mission | ||
* <code> | * <code>operation</code>: add, remove or change | ||
* <code>status</code>: completed, pending, failed (default pending) | |||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>set_mission mission1</code> | ||
* <code>set_mission mission1,change,completed</code> | |||
=== set_monster_flair === | === set_monster_flair === | ||
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=== 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''' | |||
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are healed. (optional) | |||
* <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''' | |||
* <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> | |||
'''Parameters''' | === set_monster_level === | ||
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are | Change the level of a monster in the current player's party. | ||
* <code> | |||
'''Parameters''' | |||
'''Examples''' | * <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters are changed. (optional) | ||
* <code> | * <code>levels_added</code>: Number of levels to add. Negative numbers are allowed. Default 1. (optional) | ||
or | |||
* <code>get_player_monster name_variable</code> | '''Examples''' | ||
* <code> | * <code>set_monster_level</code> (all the monsters in the party level up by 1) | ||
or | |||
* <code>get_player_monster name_variable</code> | |||
* <code>set_monster_level name_variable,1</code> | |||
=== | === set_monster_plague === | ||
Cure or infect a monster. | |||
'''Parameters''' | '''Parameters''' | ||
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters | * <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> | * <code>condition</code>: inoculated, healthy or infected, default healthy (optional) | ||
'''Examples''' | '''Examples''' | ||
* <code> | * <code>set_monster_plague</code> (all the monsters in the party are healthy) | ||
or | or | ||
* <code>get_player_monster name_variable</code> | * <code>get_player_monster name_variable</code> | ||
* <code> | * <code>set_monster_plague name_variable,infected</code> | ||
=== set_monster_status === | === set_monster_status === | ||
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'''Examples''' | '''Examples''' | ||
* <code>set_char_attribute character,attribute,value</code> | * <code>set_char_attribute character,attribute,value</code> | ||
=== set_party_status === | === set_party_status === | ||
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'''Examples''' | '''Examples''' | ||
* <code>unlock_controls</code> | * <code>unlock_controls</code> | ||
=== variable_math === | === variable_math === | ||
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<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 | <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=" | <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"/> |