Skip to content

Entity Properties

If you are unsure how use these object functions, please refer to other site references (reference link here.)

Any entry propert that ends with &triggers, may have an optional string of game triggers appened to them to execute alongside the function. See text for more information.

Path

Defines a path for the entity to follow.

name.path(path)
path(path) : Entity's path. Default: None

Speed

Defines the entity's walking speed.

name.speed(number)
speed(number) : Percentage value for entity speed. Use 50 for ½ speed or 200 for 2x speed. Default: 100

Shadow

Sets whether the entity has a shadow or not.

name.shadow([state])
state(0/1) : Should the entity have a shadow? Default: 0 for sprites, 1 for NPCs

Solid

Sets whether the entity is solid or not.

name.solid([state])
state(0/1) : Should the entity be solid? Default: 0 for sprites, 1 for NPCs

Ignore

Sets whether the entity is solid or not.

name.ignore()

Float

Sets the entity’s floating height.

name.float([height])
height(number) : Floating height in pixels. Default: 0

Color

Sets the entity’s color.

name.color([color])
color(rgb) : The color to mask the entity with. Default: Entity completely ignores lighting effects

Nametag

Gives the entity a nametag.

name.nametag()

Print

Creates a fading trail behind the target.

name.print(type)
type(string) : Type of trail to draw. Default: No trail.

Outline

Draws a colored outline around the target.

name.outline([color])
color(rgb) : Color of outline. Default: Removes outline

Ally

Sets the target’s allies, or following entities.

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

Skin Color

Sets the target’s skin color.

name.skincolor(id)
ally(skin) : Skin color ID to change to. Default: 0

Persistent

By default, entities are destroyed when the player leaves the map or reloads the map. Persistent entities will persist.

name.persistent()

Spot

Allows the entity to spot the player and initiate an interaction.

name.spot(tiles,change_path,spot_through_walls,move_to_spotted)
tiles(number) : Radius, in all directions, the player must be in to be spotted.

change_path(0/1) : Should the NPC stop their path after spotting the player? If not, the entity will keep moving after spotting the player. Default: 1

spot_through_walls(0/1) : Can the entity spot the player through walls? Default: 0

move_to_spotted(0/1) : Should the entity move to the player after spotting? Default: 1

Opacity

Sets the entity’s opacity.

name.opacity(opacity)
opacity(percentage) : The opacity as a percentage. Use 100 for 100%, or use 50 for 50%. Default: 0

XY

Offsets the display position of the object.

name.xy(x,y)
x (number) : Set the horizontal offset in pixels. Can be positive or negative values.

y (number) : Set the horizontal offset in pixels. Can be positive or negative values.

xy(x,y) (number) : Setting the horizontal and vertical offset together in pixels. Can be positive or negative values.

Depth

Sets the relative depth of the entity.

name.depth(depth)
depth (number | depth name) : Depth of the sprite. If a number is given, it works like depth+n.

Spin

Causes the object to spin.

name.spin()