Entity Properties
If you are unsure how to use these object functions, check out the entity properties tutorial.
Any entity property ending with [&triggers] may have an optional string of game triggers appended to them to execute alongside the function. See Triggers for more information.
- name.path
name.path(path)
Defines a path for the entity to follow.
path (
path)Entity’s path.
Default: None
- name.speed
name.speed(speed)
Defines the entity’s walking speed.
speed (
number)Percentage of normal speed. Use
50for half speed, or use200for double speed.Default: 100
- name.shadow
name.shadow([state])
Sets whether the entity has a shadow or not.
state (
0/1)Should the entity have a shadow?
Default: 0 for sprites, 1 for NPCs
- name.solid
name.solid([state])
Sets where the entity is solid or not.
state (
0/1)Should the entity be solid?
Default: 0 for sprites, 1 for NPCs
- name.ignore
name.ignore()
Sets whether the entity should ignore the player, by not changing direction, when the player interacts with it.
- name.float
name.float([height])
Sets the entity’s floating height.
height (
number)Floating height in pixels.
Default: 0
- name.color
name.color([color])
Sets the entity’s color.
color (
rgb)The color to mask the entity with.
Default: Entity completely ignores lighting effects
- name.nametag
name.nametag()
Gives the entity a nametag.
- name.print
name.print(type)
Creates a fading trail behind the target.
type (
string)Type of trail to draw.
Default: No trail
- name.outline
name.outline([color])
Draws a colored outline around the target.
color (
rgb)Color of outline.
Default: Removes outline
- name.ally
name.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.
- name.skincolor
name.skincolor(id)
Sets the target’s skin color.
id (
number)Skin color ID to change to.
Default: 0
- name.persistent
name.persistent()
By default, entities are destroyed when the player leaves the map or reloads the map. Persistent entities will persist.
- name.spot
name.spot(tiles[,change_path[,spot_through_walls[,move_to_spotted]]])
Allows the entity to spot the player and initiate an interaction.
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
- name.opacity
name.opacity(opacity)
Sets the entity’s opacity.
opacity (
percentage)The opacity as a percentage. Use
100for 100%, or use50for 50%.
- name.xy
name.xy(x,y)
Offsets the display position of the object.
x (
number)Horizontal offset in pixels.
y (
number)Vertical offset in pixels.
- name.depth
name.depth(depth)
Sets the relative depth of the entity.
- name.spin
name.spin()
Causes the object to spin.