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Triggers

Programming

Pause

Pauses trigger execution for a given amount of time.

&pause=ms
ms(number) : Time in milliseconds to wait before preceding.

With

Targets the following triggers on the given entity.

&with=targetname
targetname(string) : New target name. Default: Re-targets the player.

Variable

Updates the variable.

&var[name]=value
name(string) : REQUIRED: Name of the variable.

value(string) : New value of the variable.

Map Variable

Updates the map variable.

&mapvar[name]=value
name(string) : REQUIRED: Name of the map variable.

value(string) : New value of the map variable.

Event Variable

Updates the event variable.

&ev[name]=value
name(string) : REQUIRED: Name of the event variable.

value(string) : New value of the event variable.

Entity Manipulation

Freeze

Freezes the target and prevents player input.

&freeze=target
target(string) : Target to freeze. Default: Player

Unfreeze

Unfreezes the target and allows player input.

&unfreeze=target
target(string) : Target to unfreeze. Default: Player

Destroy

Unfreezes the target and allows player input.

&destroy=target
target(string) : Target to destroy. Default: The current target.

Jump

Causes the target to jump.

&jump=height
height(number) : Number of pixels the target will jump by. Default: 8 pixels.

Direction

Causes the target to face the given direction.

&direction
&direction=u or &direction=up
&direction=d or &direction=down
&direction=l or &direction=left
&direction=r or &direction=right
&direction=npc
direction(string) : The name of the direction the target will face. Using direction=npc will cause the target to face the named npc (or the player using &direction=player).

Freeze Direction

Causes the target to freeze in the given direction regardless of motion. The player can still control their character. Example: climbing down a ladder. freeze-direction

&direction
&freeze-direction=yes
&freeze-direction=no
freeze(yes | no) : If yes, freeze the player. If no, unfreeze the player.

Path

Moves the target along the given path.

&path=path
path(path) : Path for the target to follow. Default: Unsets the current path.

In addition to those listed under the path datatype, you can limit the directions. For example,

&path=0dx0lx0u

lets the npc randomly look down, left, or up (but not right).

Speed

Sets the targets speed. Can be used on the player.

&speed=percentage
percentage(percentage) : Percentage of normal speed. Use 50 for half speed or 200 for double speed. Default: 100

Followers

By default, allies will use their leader's speed rather than this value. As an example, if you try

with=ally&speed=200&path=5d,5u
the ally will move with a speed of 100% because the player moves with a speed of 100%. To allow followers to have a different speed than their leader, set the follow_speed variable to zero:
mapvar[follow_speed]=0&with=ally&speed=200

Frequency

Sets the targets frequency of movement (in movements per second).

&frequency=num
&freq=num
num(any positive number) : Number of times per second to move. For example, &freq=2 (fast) or &freq=0.5 (slow). Default: 1

Usage

To set this value for an npc, the suggested usage is to give them a roaming area and then set the frequency once on load:

%random%=npc(01olvbxq,down,3x4)
if onload
   execute(with=%random%&frequency=0.75)

Icon Bubbles

Places an animated icon bubble above the targets head. Can be used on the player.

&icon=id[,stay[,silent]]
id(number) : Icon ID to display.

stay(number) : If 1, the icon does not disappear. Default: 0.

silent(string) : If silent, the icon plays without the sound effect. Defaults to nothing (plays sfx).

Default: Removes any icon.

Usage:

Create a permanent icon without playing sound: &icon=13,1,silent

Remove any icons from the target: &icon

Icon Name ID Symbol
Exclamation 1 alt text
Ellipses 2 alt text
Smiley Face 3 alt text
Music Note 4 alt text
Comma 5 alt text
Joyful Face 6 alt text
Heart 7 alt text
Sad Face 8 alt text
Smiling Face with Open Mouth 9 alt text
Fish Icon 10 alt text
Angry Face 11 alt text
Battle 12 alt text
Haha 13 alt text
No. 1 14 alt text
No. 2 15 alt text
No. 3 16 alt text
No. 4 17 alt text
No. 5 18 alt text
Poisoned 19 alt text
Surprised Face 20 alt text
Shaking Head 21 alt text
Question Mark 22 alt text
Asleep 23 alt text
Sweat Drop 24 alt text
Skull (Dead) 25 alt text
Big Red Exclamation Mark 26 alt text
Spectating Eye 27 alt text
Crying/Screaming 28 alt text
Egg 29 alt text
Flight Icon 30 alt text
Spanish Flag 31 alt text
Star No 1 32 alt text
Star No 2 33 alt text
Star No 3 34 alt text
Star No 4 35 alt text
Star No 5 36 alt text
Quest (Not Started) 37 alt text
Quest (In Progress) 38 alt text
Quest (Completed) 39 alt text
Healer 40 alt text
Shop 41 alt text
TM 42 alt text
French Flag 43 alt text
Gift 44 alt text
Quest Star 45 alt text

XY Coordinates

Instantly warps the target to the specified coordinates on the current map.

&xy=x,y
x(number) : X-coordinate to warp to.

y(number) : Y-coordinate to warp to.

Moveto Coordinates

Moves the target to the specified coordinates on the current map by taking the straight-line path.

&moveto=x,y,direction
x(number) : X-coordinate to move to.

y(number) : Y-coordinate to move to.

direction(string) : Direction to face while moving.

Default: Current Direction

Spectate Area

Opens a menu to spectate nearby battles within a specified radius. Useful for stadium-esque areas.

&spectatearea=x,y,radius

x (number) : The X coordinate of the center point to search for battles.

y (number) : The Y coordinate of the center point to search for battles.

radius (number) : The search radius in pixels to look for active battles.

Default: 80

Examples

Spectate battles near coordinates (100, 200):

&spectatearea=100,200

Spectate battles within 150 pixels of (100, 200):

&spectatearea=100,200,150

Notes: This command only works when the player is free (not battling or already spectating). If multiple battles are found, the player will be presented with a menu to choose which battle to spectate. If no battles are found in the area, a message will indicate that no battles are currently happening.

Follow

Forces the current target to follow another target.

&follow=target
target(string) : Specify the target to follow.

Default: Unfollows.

Behind Player

Puts the current target behind the player.

&behindplayer

Outfit

Sets the target’s skin.

&outfit=skin
skin(skinid) : Specify the skin ID for the target to change to.

Delete Outfit

Removes a specific skin from the player's collection.

&deleteskin=skinid

skinid (string) : The ID of the skin to delete from the player's inventory.

Notes: The skin will only be deleted if the player currently owns it.

Dye

Unlocks and/or equips outfit color variants for the player.

&dye=color1,color2,...

color (color name) : Name of the dye color to unlock. Can specify multiple colors separated by commas. Options are red, grey, gray, orange, yellow, pink, green, lightblue, darkblue, purple, and teal.

silent : Suppresses the unlock notification and sound effect. Only applies to colors after the first one in the list.

equip : Automatically equips the next color specified after this keyword.

all : Unlocks all available dye colors at once.

deleteall : Removes all unlocked dyes and unequips the current dye. Used mostly for debugging.

Examples

Unlock a single color:

&dye=lightblue

Unlock multiple colors:

&dye=red,green,darkblue

Unlock and equip a color:

&dye=equip,purple

Unlock silently (no notification):

&dye=silent,yellow

Unlock multiple colors, announce only the first, and equip one:

&dye=lightblue,silent,equip,green,teal
This unlocks lightblue (with notification), green (silently and equipped), and teal (silently).

Unlock all colors:

&dye=all

Remove all unlocked dyes:

&dye=deleteall

Notes: Color names are case-insensitive and whitespace is ignored. gray and grey are treated as equivalent. The equip keyword only affects the immediately following color.

Texture

Sets the target’s texture.

&texture=sprite
texture(sprite sheet) : Texture sprite to change to.

Skin Color

Sets the target’s skin color.

&skincolor=id
id(number) : Skin color ID to change to.

Default: 0

Ally

Sets the target’s allies, or following entities.

&ally[=ally1 [ally2 [ally3...]]]
ally(skin) : Overworld skin of following ally. For multiple allies, separate with spaces.

Floating

Causes the target to float.

&floating[=height]
height(number | yes) : Number of pixels high to float. yes defaults to 10 pixels.

Default: Stops Floating

Falling

Causes the target to fall, optionally spinning while they fall. The target will be teleported to the top of the screen and then fall to the center of the screen, similar to how players might fall in boulder holes from one level to the next in the canonical games.

&fall[=spin]

Default: Does not spin

Rising

Causes the target to rise to the center of the screen. This is the reverse of &fall, and hence is most similar to the older canonical games' warp panel animations.

&rise[=spin]

Default: Does not spin

Spin

Causes the target to rapidly change directions down, left, up, right.

&spin[=choice]
choice(yes | no) : Should the target spin?

Default: No

Rotation

Causes the target's sprite to rotate in-plane clockwise, either to the specified position or at the specified rate.

&rotation=[value[,speed]]

value(number) : If speed is enabled, this is the rotational speed in degrees per second. Otherwise, this is the position (in degrees) to rotate to.

Default: Resets the rotation to zero

Usage:

&rotation=90
alt text

&rotation=90,speed
alt text

Use Wisely!

This is intended to animate rotating sprites such as windmills (so you don't have to create 30 frames for a fluid animation). Using it to rotate sprites such as the player is discouraged.

Solid

Turns the target solid.

&solid[=choice]
choice(yes | no) : Should the target be solid?

Default: No

Print

Creates a fading trail behind the target.

&print[=type]
choice(yes | no) : Type of trail to draw.

Default: No trail

Outline

Creates a fading trail behind the target.

&outline[=color]
color(rgb) : Draws a colored outline around the target.

Default: Removes Outline

Color

Sets the glow color of the target.

&color[=color]
color(rgb) : Glow color. Three RGB values separated by commas.

Default: Removes glow color

Glide

Causes the target to glide, which removes the target’s walking animation.

&glide[=choice]
choice(yes / no) : Should the target glide?

Default: No

Walk Through Walls

Causes the target to walk through walls.

&wtw[=choice]
choice(yes / no) : Should the target walk through walls?

Default: No

Repel

Causes the target to repel wild Pokémon encounters.

&repel[=choice]
choice(yes / no) : Should the target have repel activated?

Default: No

Depth

Sets the depth of the target. See also Depth (data type).

&depth[=z]
z(depth) : Target’s new depth. Accepted formats are:

  • fore
  • This has a depth of zero on the fore layer
  • fore+16
  • fore-16
  • 16
  • This goes to the "map" layer
  • +16
  • -16
  • [empty]
  • map layer at zero depth

Default: 0

Opacity

Sets the target’s opacity.

&opacity[=percentage]
percentage(percentage) : Target’s opacity.

Default: 100

Fading Out/In

Causes the target's opacity to fade either out to 0 or in to 100 over time.

&fade[=outOrIn[,speed]]
outOrIn(string) : Either out (default) or in

speed(number) : The speed at which the fading occurs. Default is 0.05 (in somewhat arbitrary units).

Untile

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

&untile[=target]
target(string) : Target to impact.

Default: Current Target

Unspot

Resets a target who has spotted the player.

&unspot[=target]
target(string) : Target to impact.

Default: Current Target

Sprite Manipulation

Animate

Forces the target to animate. If the target is an NPC, it will force it to perform its walk animation.

&animate[=percentage]
percentage(percentage) : Percentage of the normal speed to animate at.

Default: 100

Frame

Forces the target to pause on the given frame number.

&animate[=percentage]
frame(number) : Frame number to pause on.

Default: 0

Sprite

Adds a new (potentially animated) sprite to the map. See animation().

&sprite[name]=x,y,file,depth,image_x,image_y,image_width,image_height,frames,speed,loop,unsynced

Shadow

Adds or removes a shadow from the target. See also shadow (entity property).

&shadow[=choice]
choice(yes / no) : Should the target have a shadow?

Player Events

Warp

Warps the player to a spawn point on a different map.

&warp=map,spawn
map(number) : Map ID to warp to.

spawn(number) : Spawn ID to warp to.

Textbox

Displays a textbox, separate to msg.

&textbox[=text]
text(string) : Destroys the current textbox

Answers

Gives the player one or more answers to select. Answers should be separated by commas.

&answers=answer1[,answer2,...]
answer(string) : A single answer.

Textbox Nametags

Options for dynamically controlling the nametags in textboxes. See also NPC Nametags.

&nametag=value[,color]
value(yes | no | string) : Either yes, no, or the name you want displayed.

  • If yes (default), the cached nametag is restored (if any exists).
  • If no, it caches the previous nametag (if any) and turns off the nametag display.
  • If any other string is given, it caches the previous nametag (if any) and displays the new name.

Example

%random%=npc(01fz5kw8)
%random%.msg(<name:Jimmy,yellow>Hi.|Jimmy looks at you suspiciously...|Can I help you?|JIMMY!!!!!|....Uh-oh...)&nametag=no&|nametag=yes&|with=%random%&icon=1&nametag=Barb,pink&|nametag=yes
  1. Jimmy starts out with a nametag.
  2. &nametag=no turns off Jimmy's nametag.
  3. &nametag=yes restores Jimmy's original nametag
  4. with=%random%&icon=1&nametag=Barb,pink puts a ! over Jimmy's head and changes the nametag to Barb in pink.
    • Changing the nametag like this does not change what the "original" nametag was (Jimmy in yellow).
  5. &nametag=yes restores Jimmy's original nametag.

alt text

Note

This trigger only executes when the textbox is active. When the textbox is inactive, the &nametag trigger changes the visibility of the overworld nametags (above the player's head). See also Overworld Nametags.

Battle

Initiates a battle.

&battle=id
id(number) : Battle ID to initiate, either the trainer's battle ID (like 3378) or a Pokémon UID (like 00xchwcw for Mewtwo).

No Blackout

Prevents the user from "blacking out" and heading to the Pokemon Center or defined heal point.

&noblackout

Answers

Gives the player one or more answers to select. Answers should be separated by commas.

&answers=answer1[,answer2,...]
answer(string) : A single answer.

Message

Activates a target’s name.msg() property without the player needing to interact with them.

&msg[=target]
target(string) : Target to activate.

Default: Current Target

Item

Gives the player a given amount of some item.

&item=item[,amount]
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

Use Item

Uses the given item from the player's bag (provided it exists). If this is a consumable item, it will exhaust one charge.

&useitem=uid

uid(string) : The UID of the item to use (such as 06419qe1 for Repel).

Note

Due to the arbitrary nature of item coding, items cannot be used while a textbox is active. Code like this is possible:

msg(Use this Repel!)&item=06419qe1,1,silent&useitem=06419qe1
Code where an item is used between messages is not possible:
msg(Use this Repel!|That's a Repel, and it's on me this time!)&item=06419qe1,1,silent&useitem=06419qe1
In this example, the player will simply be given the Repel and the &useitem trigger will be ignored.

Mon

Gives the player the generated Pokémon.

&mon=pokemon
pokemon(pokemon) : Pokémon to give.

Show

Shows the player a Pokémon.

&show=pokemon
pokemon(pokemon)) : Pokémon to show.

Trade

Trades one type of Pokémon in the player’s party for a new Pokémon.

&trade[whom]=for_whom
whom(pokemon)) : Type of Pokémon needed to trade.

for_whom(pokemon)) : Pokémon the player receives.

Giveaway

Gives away one Pokémon forever, removing it from the player’s party

&giveaway=whom
whom(pokemon)) : Type of Pokémon able to be given away.

Money

Adds money to the player’s wallet.

&money=amount
amount(number)) : Amount of money to add. Use a negative number to take money away.

Coins

Adds coins to the player’s coin case.

&coins=amount
amount(number)) : Amount of coins to add. Use a negative number to take coins away..

Starter

Gives the Pokémon to the player as a starter. Players may only receive one starter per region.

&starter=pokemon
pokemon(pokemon)) : Starter Pokémon to give.

Heal

Heals the target’s party.

&heal

Badge

Gives the user a gym badge.

&badge=badge[,animate]
badge(number)) : Badge ID to give to the player.

animate(string)) : If present, animates the badge with a jingle.

alt text

Achievement

Advances the given achievement by 1.

&achievement=id
id(number)) : Achievement ID to advance.

Travel

Activates the region travel menu.

&travel

PC

Activates the PC.

&pc

Hall of Fame

Activates the Hall of Fame cutscene for the current region.

&halloffame[=dex]
dex(0/1))) : Display Dex progress at the end?

Default: 0

Move Learner

Creates a move tutor interface of either the moves the mon should be able to know based on level, or from a given list.

&movelearner=max[:number];slot[:number];lock;illegal;cost[:itemUID|money|soot|coins|ev[evName]|mapVar[mapVarName] amount];moves[:moveUID,nextMoveUID,...]

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 ;.

&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

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.

&shop=item[:price],[item[:price],...]
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

Limited Item Shop

If the price of an item is negative, it is treated as a limited stock. For example,

&shop=06xa6ohm:-5,06idcypk,06rpsnfm:-1

would create a limited item shop that has 10 Poke Balls, unlimited Great Balls, and 1 Master Ball.

Note that TMs are always a limited stock of 1

Buy

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.

&buy=item[:price],[item[:price],...]
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

Dummy Items

Instead of purchasing a real bag item, players may purchase "dummy items" that execute triggers instead.

&buy=dummyItem[name:"...";icon="...";desc="...";trigger="...";max=N;close=N]:price
Note here that the square brackets are literal square brackets and not optional variables.

name(string))) : The name of the dummy item.

icon(string))) : The UID of the icon to use (for UI purposes).

desc(string))) : The shop description the player can read when selecting the dummy item.

trigger(string))) : Triggers that happen when you purchase the item. Use | instead of & for chains of triggers (formatting compromise).

max(number))) : Max quantity purchasable at once. Default: unlimited.

close(number))) : 1 closes the shop immediately after purchasing. 2 closes the shop, waits for all triggered textboxes/cutscene to finish, then reopens. When not set, the shop behaves as normal.

price(number))) : Price for one item.

For example, the following sets up a shop to purchase 50 Coins:

&buy=dummyItem[name:"50 Coins";icon="06q3svbf";desc="Refill your coin case!";trigger="ev[coins]=+50";]:1000

Alt text

Sell

Creates a menu that only allows the player to sell items.

&sell

Replay

Replays a previous battle for the player. Basically initiates a battle where the player does nothing.

&replay=id
id(number))) : Replay ID to watch.

Rival

Puts the /rival command into the player’s chat.

&rival

Cycle

Causes the player to start riding a bicycle.

&cycle=choice
choice(yes | no))) : Ride a bicycle?

Default: No

Surf

Causes the target to start surfing.

&surf=choice
choice(yes | no))) : Surf?

Default: No

Fish

Causes the target to start fishing.

&fish=rod[,nobobber[,noitem]]
rod(string))) : If not blank, causes the target to attempt to fish using the specified rod (such as oldrod). See also the Fishing System Overview.

nobobber(string))) : nobobber can be added to skip the casting and bobber animations.

noitem(string))) : noitem can be added to suppress the ability to fish up items.

Default: Blank

Example usage: &fish=oldrod,nobobber,noitem

Safari

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

&safari[=steps]
steps(number))) : Number of steps in the Safari Zone.

Default: Unsets the state

Incense

Opens the incense menu for the player, allowing them to set the currently active incense. (Incense affects eggs produced in the daycare.)

&incense

Daycare Test

Runs unit tests for the daycare system, including incense.

&dctest[=incense:id[;number:n[;subcase:c]]]

i or incense (number) : The incense ID to test.

Default: The currently active incense

n or number (number) : Number of test iterations to run.

Default: 10000

s or subcase (string) : Subcase identifier for the test:

  • "a" (default): Use whatever mons are currently in the daycare.
  • "b": Use two Bulbasaurs (87.5% male ratio).
    • Mom has perfect IVs except for speed (0), holds a Power Bracer, is in a Love Ball, and has an OT of 1.
    • Dad has perfect IVs except for HP (0), holds a Destiny Knot, is in an Ultra Ball, and has an OT of 186753.
  • "c": Use Nidoran♀/Nidoran♂ (50% ratio, different species)
    • Parents have the same features as the Bulbasaur couple except no held items.

Default: "a"

Examples

Test Incense #7

&dctest=i:7

Using full parameter names:

&dctest=incense:7;number:1000;subcase:b

Notes: This is a development/testing command and is not allowed in any live maps.

Game Appearance

Fadeout

Fades the screen out to a solid color.

&fadeout[=color]
color(hex))) : Solid color to fade out to.

Default: Black

Fadein

Fades the screen in, starting from the given color.

&fadein[=color]
color(hex))) : Solid color to fade in from.

Default: Black

Flash

Flashes the screen with a solid color.

&flash[=color]
color(hex))) : Solid color to flash.

Default: White

Palette

Changes the game’s palette. Used in retro maps.

&palette[=hexhex]
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

Changes the game time to dawn (06:00).

&dawn

Day

Changes the game time to day (12:00)..

&day

Dusk

Changes the game time to dusk (18:00).

&dusk

Night

Changes the game time to night (20:00).

&night

Time

Changes the game time.

&time[=h:m]
h:m(string))) : Time in 24-hour format.

Default: Resets to server time

Lighting

Changes the game’s overlay lighting.

&lighting[=color]
color(rgb))) : Color of the game's overlay lighting.

Default: Resets to map or time lighting

Shake

Shakes the screen, as if there was an earthquake.

&shake[=x,y]
x(number))) : Number of pixels to shake horizontally.

Default: 0

y(number))) : Number of pixels to shake vertically.

Default: 0

Lookat

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

There are four modes:

&lookat
The default mode makes the camera look at the player. - The speed is 1/10 of the distance to the player per frame. - The movement happens every tick, so this method is fps-dependent.

&lookat=player[,px_per_frame[,frame_duration]]
In player mode, you can control the number of pixels moved per frame and how long each frame is. For an extreme example, use lookat=player,64,1000, which makes the camera move 64 pixels in 1 second increments (very choppy).

&lookat=x,y[,px_per_frame[,frame_duration]]
Similar to player mode, you can look at a specified coordinate. For example, &lookat=0,0,64,1000.

&lookat=npc,anything,[,px_per_frame[,frame_duration]]
In NPC mode, you can look at named NPCs just like you do with the player. Due to a bug, the second argument can be anything (even blank), but must exist. For example, &lookat=lady, or &lookat=lady,,64,1000.

Recommended Values

To avoid fps-dependent camera lookats, it's recommended that you always use the px_per_frame and frame_duration parameters. The smoothest transitions happen when px_per_frame is 1. Some values for frame_duration might be 25 (slow), 10 (medium), or 1 (fast).

Weather

Sets the weather the player sees.

&weather[=type]
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.

Overworld Nametags

Sets the visibility of the nametags above the player's head.

&nametag[=visible]
visible(yes | no) : If yes (default), your nametag is shown.

Note

This trigger only executes when the textbox is not active. When the textbox is active, the &nametag trigger changes the textbox nametag (denoting the person speaking). See also Textbox Nametags.

Sounds

SFX

Plays a sound file.

&sfx=sound
sound(string))) : Some name of a .ogg file.

Track

Plays a sound track.

&track[=track]
track(string))) : Track to play. Track can be some name of a .ogg file, or it can be a hosted music piece. See Music Settings and Uploading for more details in the How To Guides.

Default: Stops playing any track.

Track Fadeout

Fades out the currently playing track.

&trackfadeout[=duration:time[,replace:url]]
time(number))) : Fading happens over time ms to a final volume of zero.

url(string))) : When the fadeout ends, a replacement track (url) is played at full volume (if it exists).

Default: Fades out the currently playing track over 1000 ms.

Note

Can be combined with &trackfadein to achieve cross fading via

&trackfadeout&trackfadein=url

Track Fadein

Immediately stops the current audio and fades in a new track.

&trackfadein=url[,duration:time[,volume:vol[,loop[:t1[-t2]]]
time(number))) : Fading happens over duration ms.

vol(number))) : The ending volume.

loop(loop))) : If just loop, the new audio will loop. If loop:t1, the audio will loop about the ending time t1 in ms. If loop:t1-t2, the loop will happen between the two times t1 and t2 in ms.

Example &trackfadein=url,duration:1000,volume:100,loop:0-1000

Note

Can be combined with &trackfadeout to achieve cross fading via

&trackfadeout&trackfadein=url

Cry

Plays a Pokémon cry.

&cry=pokemon
pokemon(ID))) : Plays a Pokémon’s cry based on ID of Pokemon entered.

Client Properties

Zoom

Changes the client’s game window scale.

&zoom[=scale]
track(string))) : Zoom setting. Use 1 for 100%, or use 0.5 for 50%.

Default: 2 for 200%

View

Sets the dimensions of the client’s game window.

&view[=wxh]
wxh(string))) : Width and height of the game window. Use normal to reset.

Default: normal

Filter

Generates a filter over the game screen.

&filter[=type[,option1:value1[,option2:value2[,...]]]]

type (string) : Filter to display.

Options (options and defaults):

  • crt - linecontrast:0, curvature:0.5, noise:0

  • oldfilm - noise:0.1

  • glitch - none

  • shockwave - centerX:0, centerY:0, amplitude:30, brightness:1, radius:-1, speed:500, wavelength:160, time:0

    Note: if centerX<1 and centerY<1, coordinates are treated as fractions of the screen size. They are treated as pixel distances otherwise.

  • bloom - threshold:0, bloomscale:1.2, strength:2, strengthx:undefined, strengthy:undefined

  • ascii - size:8

  • godray - angle:30, gain:0.5, lacunarity:2.5, parallel:1, centerX:0, centerY:0, time:0, alpha:1

  • rgbsplitter - redX:0, redY:0, greenX:0, greenY:0, blueX:0, blueY:0

  • pixelate - size:2

  • underwater - count:0

Default: Remove any filter

Other

Refresh

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

&refresh