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.

&mapvar
&mapvar[name]=value

Updates the map variable.

name (string)

REQUIRED. Name of the variable.

value (string)

New value of the variable.

&ev
&ev[name]=value

Updates the event 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 50 for half speed, or use 200 for 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

Examples
1 = !               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.

&outfit
&outfit=skin

Sets the target’s skin.

skin (skin)

Skin ID to change to.

&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. yes defaults to 10 pixels.

Default: Stops floating

&spin
&spin[=choice]

Causes the target to spin.

spin (yes/no)

Should the target spin?

Default: no

&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

&depth
&depth[=z]

Sets the depth of the target.

z (number)

Target’s new depth.

Default: 0

&opacity
&opacity[=percentage]

Sets the target’s opacity.

percentage (percentage)

Target’s opacity.

Default: 100

&untile
&untile[=target]

Removes a target’s ontile activation, allowing it to trigger an ontile condition again without needing to move.

target (string)

Target to impact.

Default: Current target

&unspot
&unspot[=target]

Resets a target who has spotted the player.

target (string)

Target to impact.

Default: Current target

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.

&textbox
&textbox[=text]

text (string)

Text to display.

Default: Destroys the current textbox

&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.

item (string | number)

Name or ID number of the item.

amount (number)

Number of items to give. Use a negative number to take items away from the player.

Default: 1

&mon
&mon=pokemon

Gives the player the generated Pokémon.

pokemon (pokémon)

Pokémon to give.

&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.

&badge
&badge=badge

Gives the user a gym badge.

badge (number)

Badge ID to give to the player.

&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:

&movelearner will 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:3 would 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:1 when 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 even ev or mapVar for using ev[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.

item (string | number)

Item name or number to sell.

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.

item (string | number)

Item name or number to sell.

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.

&cycle
&cycle=choice

Causes the player to start riding a bicycle.

choice (yes/no)

Ride a bicycle?

Default: no

&surf
&surf=choice

Causes the target to start surfing.

choice (yes/no)

Surf?

Default: no

&safari
&safari[=steps]

Puts the player in a Safari Zone, where they have a certain number of steps before being warped away.

steps (number)

Number of steps in the Safari Zone.

Default: Unsets the state

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

&lookat
&lookat[=x,y]

Moves the game camera to the given coordinates on the map.

x (number)

X-coordinate of target tile.

Default: Player

y (number)

Y-coordinate of target tile.

Default: Player

&weather
&weather[=type]

Sets the weather the player sees.

type (string)

Type of weather.

Options: downpour, rain, storm, blizzard, snow, hail, hailstorm, fog, mist, spooky, sandstorm, soot, kyle, cherry, confetti, overcast, harsh sunlight, strong winds

Default: Resets to no weather

Sounds

&sfx
&sfx=sound

Plays a sound file.

sound (string)

Some name of a .ogg file.

&track
&track[=track]

Plays a sound track.

track (string)

Track to play. Track can be some name of a .ogg file, or it can be a SoundCloud song. Use sc:username/songname to play from SoundCloud.

Default: Stops playing any track

&cry
&cry=pokemon

Plays a Pokémon cry.

pokemon (skin)

Plays a Pokémon’s cry.

Client Properties

&zoom
&zoom[=scale]

Changes the client’s game window scale.

zoom (number)

Zoom setting. Use 1 for 100%, or use 0.5 for 50%.

Default: 2

&view
&view[=wxh]

Sets the dimensions of the client’s game window.

wxh (area | normal)

Width and height of the game window. Use normal to reset.

Default: normal

&filter
&filter[=type]

Generates a filter over the game screen.

type (string)

Filter to display.

Options: crt, oldfilm, glitch, shockwave, bloom, ascii, godray, rgbsplitter, pixelate, underwater

Default: Remove any filter

Other

&refresh
&refresh

Refreshes the client’s game. Equivalent to pressing F5 on desktop.