setlevel filename; | warps the player (URLs not supported) - Sends the player to the specified level. |
if (playertouchsme){
setlevel level13.graal; } |
Warps the player to level13.graal, when the NPC is touched. |
setlevel2 filename,x,y; | warps the player to the specified level and position - Puts the player on the specified level at the specified x,y location. |
if (washit){
setlevel 2,level13.graal,32,14; } |
If the NPC is hit, it'll warp the player to level13.graal, and puts him/her at 32,14. |
seturllevel URL; | warps the player to an URL (without the leading http://!) - Sends the player to a level hosted online (disabled a long time ago... I dunno why it's still listed). |
if (playertouchsme){
seturllevel www.graalonline.com/serverfiles/levels/level13.graal; } |
Warps the player to level13.graal on the graalonline server, when the NPC is touched. |
setbody bodyimg.png; | sets the body image for the player - Changes the image used for the player's sprites. |
if (playersays(yes)){
setbody magebody.png; } |
If the player says "yes" their sprite set will be changed to magebody.png. |
sethead filename; | sets the head image for the player - Changes the player's head image. |
if (playertouchsme){
sethead head173.gif; } |
Sets the player's head to head173.gif when touched. |
setsword imgname,power; | changes the players sword (-20 >= power <= 20) - Set the gifname, and power of the player's sword. The power can go from -20 (healing) to 20 (instant death). |
if (playerenters){
setsword healsword.gif,-5; } |
Sets the player's sword to healsword.gif, with a power of -5. |
setshield imgname,power; | changes the players shield (0 >= power <= 10) - Sets the player's shield gif and power. The power ranges from 0 (no shield) to 3 (it says 10, but thats wrong). 1 is normal shield. 2 is mirror shield, and 3 is lizard shield (reflects and moves player faster). |
if (playertouchsme){
setshielf aceshield.gif,3; } |
Sets the player's shield to aceshield.gif with a power of 3. |
setbow imgname; | sets the bow image that is displayed when playersprite==33 - Sets the gif image of the bow displayed when the player is in the shooting sprite (#33). Ought to only be used for NPC weapons. |
if (weaponfired){
setbow wbow1.gif; playersprite=33; } |
Sets the player's bow to wbow1.gif. |
setplayerdir direction; | sets the player looking direction - Sets the direction in which the player is facing. Directions can be numerical (0-3), up, left, down, or right; or they can be varibles. |
if (playertouchsme){
if (playerdir<3){ setplayerdir playerdir++; }else{ setplayerdir up; } } |
If the player is not facing right, it will add 1 to his direction (to turn him) but is he is facing right, his direction will be set to up. |
setskincolor colorname; | changes the player skin - Sets the color of the player's skin (usually referred to as "glove"). |
setcoatcolor colorname; | changes the player coat - Sets color of player's coat. |
setsleevecolor colorname; | changes the player sleeves - Sets color of player's sleeves. |
setshoecolor colorname; | changes the player shoes - Sets the color of the player's shoes. |
setbeltcolor colorname; | changes the player belt - Sets the color of the player's belt |
if (playertouchsme){
setskincolor darkpurple; setcoatcolor darkblue; setsleevecolor white; setshoecolor darkpurple; setbeltcolor white; } |
This makes the player wear the clothing colors I always wear =). |
setplayerprop messagecode,string; | sets string properties of the player (except the nickname&guildcode) - Just like setcharprop, but this time for human players. Full list of message codes can be found in section 13. |
if (playertouchsme){
setplayerprop #c,Hello!; } |
When the NPC is touched, it'll make the player say "Hello!". |
setani anifile,param1,param2...; | Sets the player's animation file (instead of setting sprites). "params" are passed by the npc, and read by the gani. |
if (weaponfired){
setani sword,sword1.png; } |
When this weapon is fired it will set the player's animation to "sword.gani" using the "sword1.png" |
takeplayercarry; | removes the object carried by the player - If the player is holding a object, this will remove it. |
if (playertouchsme){
takeplayercarry; } |
Removes the player's carried object when the NPC is touched. |
disableweapons; | disables the player's sword+bombs+darts - Doesn't allow the player to use his sword, or any weapons. |
if (washit){
disableweapons; } |
Disables the player's weapons if the NPC was hit. |
enableweapons; | enables the player weapons - Re-enables the player's weapons. |
if (playertouchsme){
enableweapons; } |
Re-enables the weapons after they have been disabled. |
freezeplayer seconds; | the player can't move for the given time - Stops the player from doing anything for the specified amount of time. |
if (weaponfired){
freezeplayer 3; } |
Stops the player from doing anything for 3 seconds. |
hideplayer seconds; | hides the player for the specified time - Hide's the player for the specified amount of time, but he can still be hurt. |
if (weaponfired){
hideplayer 2; } |
Hides the player for 2 seconds. |
hidesword seconds; | hides the player's sword for the specified time - Will hide the player's sword for the amount of time specified, but he can still swing his sword (it just doesn't do damage and isn't displayed). |
if (weaponfired){
hidesword 4; } |
Hides the player's sword for 4 seconds. |
hurt halfhearts; | hurts the player - Takes of the specified amount of half hearts from the player's life. |
if (playertouchsme){
hurt 3; } |
Will take off 1 and a half hearts from the player. |
takeplayerhorse; | removes the player's horse - Takes the horse from the player (if he/she is riding one). |
if (playertouchsme){
takeplayerhorse; } |
When this NPC is touched, it'll remove the player's horse. |
disabledefmovement | turns off the normal player movement and behaviour - Disables the player's normal movement. |
if (weaponfired){
disabledefmovement; timeout=5; } |
Will disable the player when the weapon is fired. |
enabledefmovement | enables it again - Counteracts "disabledefmovement". |
if (timeout){ enabledefmovement; } |
After the timeout is reached, the player will be re-enabled. |