Triggers
If you are unsure how to use these triggers, check out the triggers tutorial.
Programming
- &pause
&pause=ms
Pauses trigger execution for a given amount of time.
ms (
number)Time in milliseconds to wait before preceding.
- &with
&with[=target]
Targets the following triggers on the given entity.
target (
string)New target name.
Default: Re-target the player.
- &var
&var[name]=value
Updates the variable.
name (
string)REQUIRED. Name of the variable.
value (
string)New value of the variable.
Entity Manpulation
- &freeze
&freeze
Freezes the target completely.
- &unfreeze
&unfreeze
Unfreezes the target.
- &destroy
&destroy[=target]
Permanently destroys the target.
target (
string)Target to destroy.
Default: The current target
- &jump
&jump[=height]
Causes the target to jump.
height (
number)Number of pixels to jump.
Default: 8
- &direction
&direction=direction
Causes the target to face the given direction.
direction (
short direction)Direction to face.
- &path
&path[=path]
Moves the target along the given path.
path (
path)Path for the target.
Default: Unsets the current path
- &speed
&speed[=percentage]
Sets the player’s speed.
percentage (
percentage)Percentage of normal speed. Use
50for half speed, or use200for double speed.Default: 100
- &icon
&icon[=id]
Places an emoticon above the player’s head.
id (
number)Icon ID to display.
Default: Removes any icon
Examples1 = ! 13. haha 2 = ... 14-18. numbers 1-5 3 = :) 19. poisoned 4 = music note 20. o_o 5 = , 21. shaking head 6 = ^_^ 22. ? 7 = <3 23. asleep 8 = :[ 24. sweat drop 9 = :D 25. skull 10 = <>< 26. big red ! 11 = >:( 27. eye (spectating) 12. battle icon 28. Dx
- &xy
&xy=x,y
Instantly warps the target to the specified coordinates on the current map.
x (
number)X-coordinate to warp to.
y (
number)Y-coordinate to warp to.
- &moveto
&moveto=x,y[,direction]
Moves the target to the specified coordinates on the current map by taking the straight-line path.
x (
number)X-coordinate to move to.
y (
number)Y-coordinate to move to.
direction
Direction to face while moving.
Default: Current direction
- &follow
&follow[=target]
Forces the current target to follow another target.
target (
string)Target to follow
Default: Unfollows
- &behindplayer
&behindplayer
Puts the current target behind the player.
- &texture
&texture=sprite
Sets the target’s texture.
texture (
sprite sheet)Texture sprite to change to.
- &skincolor
&skincolor[=id]
Sets the target’s skin color.
id (
number)Skin color ID to change to.
Default: 0
- &ally
&ally[=ally1 [ally2 [ally3...]]]
Sets the target’s allies, or following entities.
ally (
skin)Overworld skin of following ally. For multiple allies, separate with spaces.
- &floating
&floating[=height]
Causes the target to float.
height (
number|yes)Number of pixels high to float.
yesdefaults to 10 pixels.Default: Stops floating
- &solid
&solid[=choice]
Turns the target solid.
choice (
yes/no)Should the target be solid?
Default: no
- &print
&print[=type]
Creates a fading trail behind the target.
type (
string)Type of trail to draw.
Default: No trail
- &outline
&outline[=color]
Draws a colored outline around the target.
color (
rgb)Color of outline.
Default: Removes outline
- &color
&color[=color]
Sets the glow color of the target.
color (
rgb)Glow color. Three RGB values separated by commas.
Default: Removes outline
- &glide
&glide[=choice]
Causes the target to glide, which removes the target’s walking animation.
choice (
yes/no)Should the target glide?
Default: no
- &wtw
&wtw[=choice]
Causes the target to walk through walls.
choice (
yes/no)Should the target walk through walls?
Default: no
- &repel
&repel[=choice]
Causes the target to repel wild Pokémon encounters.
choice (
yes/no)Should the target have repel activated?
Default: no
- &opacity
&opacity[=percentage]
Sets the target’s opacity.
percentage (
percentage)Target’s opacity.
Default: 100
Sprite Manipulation
- &animate
&animate[=percentage]
Forces the target to animate.
percentage (
percentage)Percentage of the normal speed to animate at.
Default: 100
- &frame
&frame[=frame]
Forces the target to pause on the given frame number.
frame (
number)Frame number to pause on.
Default: 0
- &sprite
&sprite[name]=x,y,file,depth,image_x,image_y,image_width,image_height,frames,speed,loop,unsynced
Adds a new (potentially animated) sprite to the map. See
animation().
Player Events
- &warp
&warp=map,spawn
Warps the player to a spawn point on a different map.
map (
number)Map ID to warp to.
spawn (
number)Spawn ID to warp to.
- &answers
&answers=answer1[,answer2,...]
Gives the player one or more answers to select. Answers should be separated by commas.
answer (
string)A single answer.
- &battle
&battle=id
Initiates a battle. There will be a tutorial here eventually…
id (
number)Battle ID to initiate.
- &noblackout
&noblackout
Prevents blacking out (losing a battle) from warping the user back to a heal point.
- &msg
&msg[=target]
Activates a target’s
name.msg()property without the player needing to interact with them.target (
string)Target to activate.
Default: Current target
- &item
&item=item[,amount]
Gives the player a given amount of some item.
amount (
number)Number of items to give. Use a negative number to take items away from the player.
Default: 1
- &show
&show=pokemon
Shows the player a Pokémon.
pokemon (
???)Pokémon to show.
- &trade
&trade[whom]=for_whom
Trades one type of Pokémon in the player’s party for a new Pokémon.
whom (
string)Type of Pokémon needed to trade.
for_whom (
pokemon)Pokémon the player receives.
- &giveaway
&giveaway=whom
Gives away one Pokémon forever, removing it from the player’s party
whom (
string)Type of Pokémon able to be given away.
- &money
&money=amount
Adds money to the player’s wallet.
amount (
number)Amount of money to add. Use a negative number to take money away.
- &coins
&coins=amount
Adds coins to the player’s coin case.
amount (
number)Amount of coins to add. Use a negative number to take coins away.
- &starter
&starter=pokemon
Gives the Pokémon to the player as a starter. Players may only receive one starter per region.
pokemon (
pokemon)Starter Pokémon to give.
- &heal
&heal
Heals the target’s party.
- &achievement
&achievement=id
Advances the given achievement by 1.
id (
number)Achievement ID to advance.
- &travel
&travel
Activates the region travel menu.
- &pc
&pc
Activates the PC.
- &halloffame
&halloffame[=dex]
Activates the Hall of Fame cutscene for the current region.
dex (
0/1)Display Dex progress at the end?
Default: 0
- &movelearner
&movelearner=max[:number];slot[:number];lock;illegal;cost[:itemUID|money|soot|coins|ev[evName]|mapVar[mapVarName] amount];moves[:moveUID,nextMoveUID,...]
Creates a move tutor interface of either the moves the mon should be able to know based on level, or from a given list.
If a region variable “move_learner_context” is set, users can right-click mons in their party to relearn moves directly.
Parameters are separated by
;.Here are some examples:
&movelearnerwill open the move relearn interface, with no cost, allow the user to learn multiple moves without being kicked out, and let user swap between mons.&movelearner=max:1;cost:money 1000;moves:07nhrhjt;will open a “move tutor” who costs 1000 money to learn a move, kicks the user out after teaching 1 move, and only teaches Explosion.max (
number)The number of moves that can be learned in this instance of using the tutor. Used in conjunction with
cost:to forcibly close the tutor after a move is learned.slot (
number)A number between 1 and 6, specifies which mon the tutor should open to. Defaults to 1. Ex:
slot:3would open to the third slot.lock
Specifying just
lock;will make it so the user cannot swap to different mons while in the interface.illegal
Allows moves in the interface to be taught regardless of whether or not the mon should be allowed to know it. USE WISELY.
cost (
string)List of values in
type amount, type2 amount2, etc.;format, separated by commas.What cost should be paid per move learned. It is HIGHLY recommended you also set
max:1when using this. The tutor interface does NOT check if the user can pay said cost, you will need proper if conditions preceeding its use.This supports itemUIDs, money specifications such as
money,soot,coins, or evenevormapVarfor usingev[BP]etc. If no amount is specified, the default value 1 will be used. If the mapVar or ev doesn’t exist, one will be made at value 0 and the amount will be subtracted from it.Multiple costs may be defined by separating each with commas, and ALL costs will be paid upon teaching a move.
Costs will be paid upon the move being taught and saved, to avoid refresh-cheating the system’s costs.
moves (
string)String of move UIDs separated by commas.
moves:UID,UID2,UID3,etc.;Optional, but if provided will change this interface from a “move relearn” interface to a “move tutor” interface.
- &shop
&shop=item[:price],[item[:price],...]
Creates a shop with the listed items and prices. An infinite list of items can be provided, with each item being separated by a comma.
price (
number)Price for one item. This price cannot be less than the item’s sell price.
Default: Default price
- &buy
&buy=item[:price],[item[:price],...]
Creates a shop with the listed items and prices, similar to
&shop. However, the player may not sell items here; only the buy option is activated.price (
number)Price for one item. This price cannot be less than the item’s sell price.
Default: Default price
- &sell
&sell
Creates a menu that only allows the player to sell items.
- &replay
&replay=id
Replays a previous battle for the player. Basically initiates a battle where the player does nothing.
id (
number)Replay ID to watch.
- &rival
&rival
Puts the “/rival” command into the player’s chat.
Game Appearance
- &fadeout
&fadeout[=color]
Fades the screen out to a solid color.
color (
hex)Solid color to fade out to.
Default: Black
- &fadein
&fadein[=color]
Fades the screen in, starting from the given color.
color (
hex)Solid color to fade in from.
Default: Black
- &flash
&flash[=color]
Flashes the screen with a solid color.
color (
hex)Solid color to flash.
Default: White
- &palette
&palette[=hexhex]
Changes the game’s palette. Used in retro maps.
hexhex (
string)Two colors, formatted as twelve hexadecimal digits (
[0-F]{12}) all together. The first six digits represent the primary color, and the second six digits represent the secondary color.Default: Unsets
- &dawn
&dawn
Changes the game time to dawn (06:00).
- &day
&day
Changes the game time to day (12:00).
- &dusk
&dusk
Changes the game time to dusk (18:00).
- &night
&night
Changes the game time to night (20:00).
- &time
&time[=h:m]
Changes the game time.
h:m (
string)Time in 24-hour format.
Default: Resets to server time
- &lighting
&lighting[=color]
Changes the game’s overlay lighting.
color (
rgb)Color of overlay.
Default: Resets to map or time lighting
- &shake
&shake[=x,y]
Shakes the screen, as if there was an earthquake.
x (
number)Number of pixels to shake horizontally.
Default: 0
y (
number)Number of pixels to shake vertically.
Default: 0
Sounds
Client Properties
- &zoom
&zoom[=scale]
Changes the client’s game window scale.
zoom (
number)Zoom setting. Use
1for 100%, or use0.5for 50%.Default: 2
Other
- &refresh
&refresh
Refreshes the client’s game. Equivalent to pressing F5 on desktop.