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


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


=== char_walk ===
=== char_walk ===
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'''Examples'''  
'''Examples'''  
* <code>fadeout_music 2</code>
* <code>fadeout_music 2</code>
=== format_variable ===
Format the value of a variable from the game (eg. float or int).
'''Parameters'''
* <code>variable</code>: The variable to format.
* <code>type_format</code>: Kind of format (float or int).
'''Examples'''
* <code>format_variable name_variable,int</code>
* <code>format_variable name_variable,float</code>


=== get_monster_tech ===
=== 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>
* <code>get_player_monster name_variable,shape,serpent</code>
* <code>get_player_monster name_variable,shape,serpent</code>
=== give_experience ===
Gives experience points to the monster.
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id.
* <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'''
* <code>give_experience name_variable,steps_variable"</code>
* <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 ===
=== load_game ===
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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 (-/+)
* <code>variable</code>: Name of the variable where to store the amount.


'''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>
* <code>modify_money player,,name_variable</code>


=== modify_monster_bond ===
=== modify_monster_bond ===
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* <code>modify_monster_bond name_variable,25</code>
* <code>modify_monster_bond name_variable,25</code>
* <code>modify_monster_bond name_variable,-0.5</code>
* <code>modify_monster_bond name_variable,-0.5</code>
=== modify_monster_health ===
Modify the hp 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 healed.
* <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.
'''Examples'''
* <code>modify_monster_health</code>
* <code>modify_monster_health ,0.25</code>


=== modify_monster_stats ===
=== modify_monster_stats ===
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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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'''Examples'''  
'''Examples'''  
* <code>set_layer 255:0:0:128</code>
* <code>set_layer 255:0:0:128</code>
=== set_mission ===
Set mission.
'''Parameters'''
* <code>character</code>: Either "player" or npc slug name (e.g. "npc_maple").
* <code>slug</code>: slug mission
* <code>operation</code>: add, remove or change
* <code>status</code>: completed, pending, failed (default pending)
'''Examples'''
* <code>set_mission mission1</code>
* <code>set_mission mission1,change,completed</code>


=== set_money ===
=== set_money ===
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* <code>set_money player,500</code>
* <code>set_money player,500</code>


=== set_monster_attribute ===
=== set_mission ===
Set the given attribute of the monster to the given value.
Set mission.


'''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>attribute</code>: Name of the attribute.
* <code>slug</code>: slug mission
* <code>value</code>: Value of the attribute.
* <code>operation</code>: add, remove or change
* <code>status</code>: completed, pending, failed (default pending)


'''Examples'''  
'''Examples'''  
* <code>set_monster_attribute name_variable,name,jimmy</code> (the monster will be named jimmy)
* <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 ===
Set the hp of a monster in the current player's party. The action parameters may contain a monster slot and the amount of health.  
Changes the hp of a monster in the current player's party. The action parameters may contain a monster slot and the amount of health.  


'''Parameters'''  
'''Parameters'''  
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* <code>get_player_monster name_variable</code>
* <code>get_player_monster name_variable</code>
* <code>set_monster_level name_variable,1</code>
* <code>set_monster_level name_variable,1</code>
=== set_monster_plague ===
Cure or infect a monster.
'''Parameters'''
* <code>variable</code>: Name of the variable where to store the monster id. If no variable is specified, all monsters get the condition. (optional)
* <code>condition</code>: inoculated, healthy or infected, default healthy (optional)
'''Examples'''
* <code>set_monster_plague</code> (all the monsters in the party are healthy)
or
* <code>get_player_monster name_variable</code>
* <code>set_monster_plague name_variable,infected</code>


=== set_monster_status ===
=== set_monster_status ===
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'''Examples'''  
'''Examples'''  
* <code>set_char_attribute character,attribute,value</code>
* <code>set_char_attribute character,attribute,value</code>
=== set_party_attribute ===
Set the given attribute of party's monsters to the given value.
'''Parameters'''
* <code>character</code>: Either "player" or character slug name (e.g. "npc_maple").
* <code>attribute</code>: Name of the attribute.
* <code>value</code>: Value of the attribute.
'''Examples'''
* <code>set_party_attribute player,name,jimmy</code> (all the monsters in the party will be named jimmy)


=== set_party_status ===
=== set_party_status ===
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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 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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