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| Adds either a Battered Sword or Return Scepter to the player's inventory. The ''Battered Sword'' is unobtainable in vanilla and is incomplete and not implemented.
 
| Adds either a Battered Sword or Return Scepter to the player's inventory. The ''Battered Sword'' is unobtainable in vanilla and is incomplete and not implemented.
 
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| <samp>advancedMove {{t|npc}} {{t|loop}} {{t|x y}}... OR {{t|direction duration}}</samp>
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| <samp>advancedMove {{t|actor}} {{t|loop}} {{t|x y}}... OR {{t|direction duration}}</samp>
| Set multiple movements for an NPC.  You can set True to have NPC walk the path continuously. Example: <samp>/advancedMove Robin false 0 3 2 0 0 2 -2 0 0 -2 2 0/</samp>
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| Set multiple movements for an actor.  You can set True to have the actor walk the path continuously. Example: <samp>/advancedMove Robin false 0 3 2 0 0 2 -2 0 0 -2 2 0/</samp>
   −
To make the NPC move along the x axis (left/right), use the number of tiles to move and 0. For example, <samp>-3 0</samp> will cause the NPC to walk three tiles to the left while facing left. <samp>2 0</samp> will cause the NPC to walk two tiles to the right while facing right.
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To make the actor move along the x axis (left/right), use the number of tiles to move and 0. For example, <samp>-3 0</samp> will cause the actor to walk three tiles to the left while facing left. <samp>2 0</samp> will cause the actor to walk two tiles to the right while facing right.
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To make the NPC move along the y axis (up/down), use 0 and the number of tiles to move. For example, <samp>0 1</samp> will cause the NPC to walk one tile down while facing down. <samp>0 -5</samp> will cause the NPC to walk five tiles up while facing up.
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To make the actor move along the y axis (up/down), use 0 and the number of tiles to move. For example, <samp>0 1</samp> will cause the actor to walk one tile down while facing down. <samp>0 -5</samp> will cause the actor to walk five tiles up while facing up.
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To make an NPC pause, use the direction to face and the number of milliseconds to pause. 1 is right, 2 is down, 3 is left, and 4 is up. The reason 4 is up and not 0 is so that advancedMove can tell the difference between a pause command and a move up/down command.
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To make an actor pause, use the direction to face and the number of milliseconds to pause. 1 is right, 2 is down, 3 is left, and 4 is up. The reason 4 is up and not 0 is so that advancedMove can tell the difference between a pause command and a move up/down command.
    
The code can tell the difference between a move command and a pause command because a move command must have 0 for either x or y. A pause command must have non-zero numbers for both numbers in the pair.
 
The code can tell the difference between a move command and a pause command because a move command must have 0 for either x or y. A pause command must have non-zero numbers for both numbers in the pair.