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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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'''Parameters''' | '''Parameters''' | ||
- | |||
'''Examples''' | '''Examples''' | ||
* <code>char_stop | * <code>char_stop</code> | ||
=== char_walk === | === char_walk === | ||
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* <code>variable</code>: The variable to format. | * <code>variable</code>: The variable to format. | ||
* <code>type_format</code>: Kind of format (float or int). | * <code>type_format</code>: Kind of format (float or int). | ||
* <code>rounding</code>: How many decimal digits (if a float). (optional) | |||
'''Examples''' | '''Examples''' | ||
* <code>format_variable name_variable,int</code> | * <code>format_variable name_variable,int</code> | ||
* <code>format_variable name_variable,float</code> | * <code>format_variable name_variable,float</code> | ||
* <code>format_variable name_variable,float,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> | ||
* <code>get_player_monster name_variable,shape,serpent</code> | * <code>get_player_monster name_variable,shape,serpent</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 (-/+) | ||
'''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_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_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_money === | === set_money === | ||
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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''' | '''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_status === | === set_party_status === |