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'''http://www.antiunixmad.com/'''
[[Category:Scripting Tutorials]][[Category:Scripting Reference]]
== Introduction ==


'''[[Viper]]'s [[Graal]] Issues.'''
=== Why scripts ===


Hello everyone, as of late, many people have been attacking me on the issues and matters, trying to lie about things, bend the truth, and downright spin to make me and others of my cause look bad, in this text document i will discuss and lay to rest the issues that matter.
Scripts bring life into objects and make it easy to
customize the game. Instead of just placing a stone
into your world, you can make it so that the stone
can be lifted or kicked. Instead of being limited to
some fixed player movement you can rescript it
to let the player jump, strafe and duck. To let the  
player inspect and organize his/her items you can
create some dialogs and display those by script,
e.g. when the player presses a special key.


I have been involved [[Graal]] for over three years now, and i used to really like [[Graal]] and its admins alot, then slowly after about a year [[Graal]] and its admins went in a bad downward spiral, i still stuck with [[Graal]] in hopes [[Graal]] would pull itself out of this hole and [[Unixmad]] would go back to the right path, this however did not happen, instead [[Unixmad]] and even [[Stefan]] went fouler and lower than i could have imageined, First with fireing [[Pachuka]] and [[Fuitad]], two of the BEST [[Graal]] admins ever in my view for no other reason than disagreeing with his future plans, then if just fireing them was not bad enough, he threatend to sue them and kill they're families, this was so wrong and bad [[Fuitad]] even said he would punch [[Unixmad]] in the face for saying that if he met him in real life, but that was just the beginning of the downward spiral [[Unixmad]] foolishly invoked onto [[Graal]], he then blatantly STOLE a domain name [[Graal]].net from Owl Shimy which costed over 30$ US Dollars, and never gave it back to him and never paid him for the cost of the domain, he also threatend to sue Owl Shimy and kill his family although it was [[Unixmad]] which stole the domain from Owl Shimy, then around [[Graal]]1.3.1 he blocked off [[GServer]]s officially and threatend to sue anyone that ran the former [[GServer]]s, although they were released as "Freeware" and actually used to encourage people to use the [[GServer]]s, this was a blatant attempt to monopolise , threaten, and intemidate that players that actually helped [[Graal]] and supported him, he then made claims he copyrighted "[[Graal]]" and would contact so called "Lawres" about anyone that used the name "[[Graal]]" or had "[[Graal]] Files" on there websites, although [[Graal]] was distributed as "Freeware" or "Shareware" and had no official software copyrights related to it, and that the name "[[Graal]]" was actually the name of a holy sacred golden cup used in some religion, and in that he has commited blasphemy against whatever religion has the so called "Holy [[Graal]]", then later on [[Unixmad]] fired SuperNick, because of his country and his origion and called him an American Asian slut, this was the first sign of racism on the part of [[Unixmad]], towards [[Graal]]1.4.1 [[Unixmad]] was secretly unwrapping his sadistic plans, he then started claiming credit and claiming to own the copyrights to [[Graal]], although [[Unixmad]] has done nothing but host some stupid weak as servers, and yet [[Stefan]] Knorr has done all the real work for [[Graal]], and was the one to make ZeldaOnline , [[Graal]]Online in the first place and has written every bit of codeing for the [[Graal]] Client , [[GServer]], RC, ect, yet [[Unixmad]] the worthless pile of trash that he is steals all credit for [[Graal]], then in February 2001, [[Unixmad]] and Antago release [[Graal]]2001 and the start of the "Pay to Play" system, now i have no problem with the fact that it is pay to play, the issue is when you PAY for something you actually expect to get the worth while of your money in this product, but instead they got a shittily made level generated land that was 99% empty, the NPCs were and are laggy as hell, and there were no quests, and there is only two shitty things today for hearts that suck so much i refuse to even call them quests, and to add to that about 40% of everyone that paid and gave [[Unixmad]] there credit card number NEVER got the accounts they paid 27$ or more for, and those that did clearly got chumped out by a cheap peice of crap that aint worth paying for, it sucked so badly that most people played on [[Graal]] Classic still, even those that foolishly paid for pay to play accounts, and in an attempt to "FORCE" people to pay for a shitty product they do not want against they're will [[Unixmad]] hired "Tyhm" to deface and ruin [[Graal]]Classic in an attempt to make it buggier and less fun than even [[Graal]]2001, about this time i was disgusted with [[Unixmad]] and most of the other admins and decided to downright turn against [[Graal]] and for the most part stop playing the peice of crap in general. People starting getting angry, complaining, asking for help, and asking for refunds, of coarse [[Unixmad]] gave noone a cash refund, and simply deleted and banned "PAID ACCOUNTS" of those who complained, asked for help, or asked for a refund these are PAYING CUSTOMERS, they have the rights of basic service that they PAID for, [[Unixmad]] promises pay to play players a quality product and customer service, but instead gives them a grade F product and ripps off his customers and delete they're accounts that they PAID HIM money for, his excuse? Credit card fraud, when infact at least 90% of the people he bans for credit card fraud pay legitamately with there OWN credit cards or pay via paypal by check, and yet [[Unixmad]] has stolen and used others credit card numbers to buy things for himself on several occassions, he also claims he needs pay to play money to keep [[Graal]] alive and running, yet there has been evidence that he makes at least 90% profit out of the monies he gets, and that he uses illegal porn ad banners and illegal cookie style web tracking and giveing email adresses of the players and even phone numbers of every player to spam and telemarketting companies without there permission, he even keeps personal player info, includeing email, adress, and phone number on unsecure servers which have already been leaked out, such info about people should not be on a public webserver accessable to the internet in anyway, then after all that [[Unixmad]] starts banning african american people, asians, koreans, and or people with images of people of that race from the [[Graal]]2001 forums and [[Graal]] itself, yet again they are paying customers and this is another sickening act of racism on the part of [[Unixmad]] and [[Graal]]Online, and then even more disgusting is what [[Stefan]] posts on the [[Graal]]2001 forums, he makes several anti american, racist, pro terrorist, pro nazi, and pro taliban comments on that post and goes on and on several pages bashing americans, this post was offense, obcene, and disgusting to many people includeing myself . If all that does not make you sick to your stomache or dislike [[Unixmad]] yet, i am far from done, then [[Unixmad]] proceeds to illegally DDOS webservers of mafukie and make threats to him over the phone, and has phone assaulted me over 40 times a day between midnight and 5am, and has made threats to sue dozens of people, kill there families, and shut down innocent websites and servers, while hosting illegal stuff and doing illegal things himself with the use of his own wanadoo.fr servers, stuff which includes child porn, bestiality porn, DVD Piracy, DDOS Attacks, theft of copyrighted materials from gameing companies such as nintendo, Credit Card fraud, theft, spamming, phone harrassment, useage of illegal pirated corperate softwares, all this just to start the list of what [[Unixmad]]', [[Stefan]], and they're servers are doing 24/7 for nearly 4 years now , anyone that likes [[Unixmad]] or thinks he is a good person even after all this is clearly a fool, everything in this document is the truth and why i hate [[Unixmad]] so much, if you like [[Unixmad]] after all these sickening things he does, then you are no better than a KKK or Neo Nazi member and should go kill yourselfs, i do not tolerate facists, racists, or nazis, they are all bad people, and [[Unixmad]] is one of the worst of the worst, and no person with any morales could tolerate or support such a person like Stephane Portha or [[Stefan]] Knorr. The people that spin, lie and bend the truth in support of [[Unixmad]] will always exist, but i will always reveal the truth about [[Unixmad]], and EVERYTHING said in this document is true, despite what any assclowns try and say about this, and this supriseingly enough is only 1% of the bad things [[Unixmad]] has done, how some people even tolerate, none the less support such a bad person is beyond me... I fight against bad people like [[Unixmad]], why? Because unlike many others in this world i actually care about other people, and i will do everything in my power to stop [[Unixmad]] from hurting [[Graal]] or its innocent players, many say i want to destroy and kill [[Graal]], this is NOT true, i used to love [[Graal]], i only wish to stop [[Unixmad]]'s evil sadistic illegal actions and restore [[Graal]] to the great game it used to be when it was "for the players, by the players" , but if i have to destroy [[Graal]]Online in exchange to stop [[Unixmad]]'s tyranny, it will be regreteable, but sometimes some sacrifices have to be made for the greater good, lets just hope that [[Unixmad]] drops dead and that sacrifice never has to be made... I love [[Graal]] and lots of its players, and i wish to someday restore it to the grandness it once had, but bad people like [[Unixmad]] must be gotten rid of if that is to be achieved...
In Graal the scripting is done in 'Graal Script',
it's looking like Java/C++, but brings some
additional features for making things easier
for game creators, while on the other hand
running in a sandbox and limiting access to
game-related stuff only.
 
Graal Script is almost fully compatible to
the 'old' Graal script used in Graal v1.0 - 3.0,
and is partially compatible to Torque script.
 
=== NPCs and 'weapons' ===
 
There are generally two types of objects in Graal
which have scripts: The first type are the  
non-player-characters (NPCs). The name 'NPC' is
actually used for all visible objects in the game:
monsters, stones, bushes, houses, ships, plants etc.
Scripts for npcs are most of the time containing
code for moving the npc or for reacting to
activities of the player, e.g. giving money to
the player when he/she grabs the npc.
The other type of script-holding objects are the
'weapons'. Those are items in the inventory of
the player, not necessary being weapons. Most of
the time they are actually just scripts which
control the movement of the player, display weapon
graphics, or display menus.
 
So there are objects in the game which have
their own script, and players which have a set
of scripts in their invisible backpack.
 
=== Server-side and client-side ===
 
Graal is an online game, and there are differences
to standard scripting in offline games.
In offline programs you have access to everything,
anytime. In online games everything is divided
into two parts: the server-side which controls
most things in the game, and the client-side which
displays the game to the player.
Since the client only displays things, it is not
possible to cheat by hacking the client. On client-side
you mainly have code for displaying special effects,
for displaying the GUI (windows, status bars, item menus),
playing sound effects and music. Also the player
movement is done on client-side.
On the server-side scripts are used to do the more
secure parts of the game engine,
and things that are the same for all players -
npcs are added, moved, npcs interact with players,
the stats of the players are calculated, the
communication between players is handled.
 
All scripts for npcs and weapons can contain
server-side code and client-side code. The server-side
code is executed directly on the server, the
client-side code is sent to the client when he/she
logins and executed separately for each player on
their own computer. Usually the two parts of the script
are divided by a line that only contains "//#CLIENTSIDE",
like this:
 
<pre>// Server-side part which is setting the image
// of the npc when it is created
function onCreated() {
  setimg("door.png");
}
 
//#CLIENTSIDE
 
// Here follows the client-side part,
// which plays a sound effect when the player
// touchs the npc
function onPlayerTouchsme() {
  play("chest.wav");
}</pre>
 
Also see [[clientside]] and [[serverside]].
 
=== Events ===
 
In general scripts are made for reacting to
events - when the npc is created then the script
initializes the attributes of the npc,
when the player says something then the npc is
moving to the player, when the player grabs the
npc then the npc is giving the player some money etc.
So the script is basicly a collection of actions
that are done when special events are happening.
Events can e.g. be the "created" event when the npc
is created, the "playertouchsme" event when the  
player touchs the npc, or the "playerchats" event
when the player says something. To write code that reacts
to one of those event, you define an event
function like this:
 
<pre>function onEVENTNAME() {
  // actions
}</pre>
 
When the event is happening, then Graal executes
that scripting function and all commands you
have added there.
Sometimes the event gives some parameters to the
event function, then change your function to:
 
<pre>function onEVENTNAME(parameter1, parameter2, ...) {
  // actions
}</pre>
 
By accessing 'parameter1' etc. (you can name
them differently) you can react to the event more
exactly.
 
Instead of reacting to events, the npcs and
weapons can also invoke new events. That way
you can let other npcs doing things. You also
need that if you want to coninuously doing things -
use timeout events for that.
 
<pre>function onCreated() {
  setTimer(1);
}
 
function onTimeout() {
  // actions
  setTimer(1);
}</pre>
 
In the onCreated event function the script is
setting the timer to 1 second. When that second is
over, then the "timeout" event is invoked on the
npc and the onTimeout event function is executed.
Because it is setting the timer to 1 second
again, the onTimeout event will occur again after
one second, and so on.
 
 
 
Compatibility note:
In older Graal scripts you will also find the
deprecated way of receiving events:
 
<pre>if (EVENTNAME) {
  // actions
}</pre>
 
That is an if-command outside of any brackets. If
Graal sees that you use such an if-command, then
it will execute the whole script so that the actions
you have written inside the if-command will be
executed too.
 
The events for GUI controls are listed in the description of the different object types:
[[Creation/Dev/Script/Client#Classes_.2F_Object_Types|Object types]]
 
== Basics ==
 
=== Accessing variables ===
 
Graal Script variables are 'variant', that means they are objects
that hold values of different types.
When you assign a value to the variable then it automatically
switches to the right type:
 
Numeric (floating point):
  var = 1;
String (text):
  var = "hello";
Object link:
  var = player;
Array (list of objects):
  var = {1,2,3};
 
You can check the current type with the
type()-function - obj.type() returns
0,1,2,3 for numeric, string, object or array.
 
=== Operators ===
<pre>
Addition                  a + b
Substraction              a - b
Mulitplication            a * b
Division                  a / b
Modulus                  a % b
Power                    a ^ b
String Concationation    a @ b
    with space            a SPC b
    with newline          a NL b
    with tabulator        a TAB b
Bool-And                  a && b
Bool-Or                  a || b
Bool-Not                  !a
Negative                  -a
Equal                    a == b
Not-Equal                a != b
Less                      a < b
Greater                  a > b
Less-Equal                a <= b,  a =< b
Greater-Equal            a >= b, a => b
In-Range                  a in <b,c>, a in |b,c>, a in <b,c|, a in |b,c|
In-Array                  a in {b,c,...}, {a,b,...} in {c,d,...}
Bitwise-Or                a | b
Bitwise-And              a & b
Bitwise-Shift left        a << b
Bitwise-Shift right      a >> b
Bitwise-Invert            ~a
Bitwise-Xor              a xor b (operator ^ already used for power)
Array-Constructor        {a,b,...}
Empty Array              new [count], new[countdim1][countdim2]...
Array Member              a[index]
Function call            a(), a(b,c,...)
Object Attribute          a.b, a.(b)
Post Increment            a++
Post Decrement            a--
Pre Increment            ++a
Pre Decrement            --a
Old String Function      #a
Conditional              a? b : c
Assignment                a = b, a := b
Additive Assignment      a += b
Substractive Assignment  a -= b
Multiplicative Assignment a *= b
Division Assignment      a /= b
Modulus Assignment        a %= b
Power Assignment          a ^= b
Bitwise-Or Assignment    a |= b
Bitwise-And Assignment    a &= b
Shift Left Assignment    a <<= b
Shift Right Assignment    a >>= b
String Append            a @= b
</pre>
 
=== Standard object functions ===
 
Here only some of the built-in functions:
<pre>
obj.type()  - gets the type of the var (float 0, string 1, object 2, array 3)
obj.length() - string length
obj.trim() - removes spaces from the front and back of a string
obj.lower() - converts a string to lower case
obj.upper() - converts a string to upper case
obj.tokenize([delimiters]) - splits the string into an array wherever the delimiters occur
obj.charat(pos) - character at specified position
obj.pos(substring) - first position of the substring in the string
obj.positions(substring) - array of positions of the substring in the string
obj.starts(string) - does the string start with the specified string?
obj.ends(string) - does the string end with the specified string?
obj.substring(index[,length]) - returns the string starting at the index and ending after the length specified
obj.size() - array length
obj.add(obj2) - adds an object to an array
obj.delete(index) - deletes the object from an array at the specified index
obj.remove(obj2) - removes the first instance of the specified object from the array
obj.replace(index,obj2) - replace the object at the specified index
obj.insert(index,obj2) - insert the object at the index without replacing other indexes
obj.clear() - clear the array
obj.subarray(index[,length])
obj.addarray(obj2)
obj.insertarray(index,obj2)
obj.index(obj2) - position of obj2 in the array
obj.indices(obj2) - positions of obj2 in the array
obj.link() - used to pass an array to a function which
  can modify the array, also prevents copying of huge arrays
</pre>
 
Also see [[Creation/Dev/Script/Client/TGraalVar|TGraalVar]] for more functions for objects.
 
=== Standard functions ===
<pre>
_(string) - translates a text on serverside
  to the language of the current player,
  if translations are enabled
abs(float) - returns absolute value of the float
arctan(float) - arcus tangens
char(ascii) - gets the character for an ascii code (char(65) returns 'A')
cos(angle) - cosinus of a radiant angle
exp(float)
float(string) - for explicitely converting a string
  to number (normally done automatically though
  when accessing a string with numeric operators)
format(format,parameters,...) - formats a "%s %d" string,
  inserts the parameters, and returns a string
getangle(delta x,delta y) - [http://en.wikipedia.org/wiki/Atan2 atan2]
getdir(delta x,delta y) - returns the direction for the delta x and y
int(a) - gets the integer part of a floating point number (truncates at the decimal)
log(base,a)
max(a,b) - returns the highest value between the two given
min(a,b) - returns the lowest value between the two given
printf(format,parameters,...) - same as
  echo(format(format,parameters,...))
random(rangestart,rangeend) - returns a random float between rangestart and rangeend
sin(angle) - sinus of a radiant angle
sleep(time) - suspends the current script for the time
vecx(direction 0..3) - direction to move x if dir is the specified direction
vecy(direction 0..3) - direction to move y if dir is the specified direction
waitfor(objectname,event[,timeout]) - suspends the current script
  and waits until an event is invoked on the specified object,
  returns false when the parameters are wrong or the event
  was not received before the timeout;
  only available in the latest versions of npcserver
</pre>
 
Also see [[Creation/Dev/Script/Client#Functions|Client Functions]] for more functions.
 
== Old script compatibility ==
 
=== Removed functionality ===
<pre>
- toinventory
- followplayer
- playersays()
- setbackpal
</pre>
=== Supported old scripting commands and their mapping to new script ===
<pre>
addstring oldstring, oldstring;
                                list.add(string);
addtiledef oldstring, oldstring, float;
                                addtiledef(string,string,float);
addtiledef2 oldstring, oldstring, float, float;
                                addtiledef2(string,string,float,float);
attachplayertoobj float, float;
                                attachplayertoobj(float,float);
blockagain;
                                blockagain();
blockagainlocal;
                                blockagainlocal();
callnpc float, oldstring;
                                callnpc(float,string);
callweapon float, oldstring;
                                callweapon(float,string);
canbecarried;
                                canbecarried();
canbepulled;
                                canbepulled();
canbepushed;
                                canbepushed();
cannotbecarried;
                                cannotbecarried();
cannotbepulled;
                                cannotbepulled();
cannotbepushed;
                                cannotbepushed();
canwarp;
                                canwarp();
canwarp2;
                                canwarp2();
carryobject oldstring;
                                carryobject(string);
changeimgcolors float, float, float, float, float;
                                changeimgcolors(float,float,float,float,float);
changeimgmode float, float;
                                changeimgmode(float,float);
changeimgpart float, float, float, float, float;
                                changeimgpart(float,float,float,float,float);
changeimgvis float, float;
                                changeimgvis(float,float);
changeimgzoom float, float;
                                changeimgzoom(float,float);
deletestring oldstring, float;
                                deletestring(string,float);
destroy;
                                destroy();
detachplayer;
                                detachplayer();
disabledefmovement;
                                disabledefmovement();
disablemap;
                                disablemap();
disablepause;
                                disablepause();
disableselectweapons;
                                disableselectweapons();
disableweapons;
                                disableweapons();
dontblock;
                                dontblock();
dontblocklocal;
                                dontblocklocal();
drawaslight;
                                drawaslight();
drawoverplayer;
                                drawoverplayer();
drawunderplayer;
                                drawunderplayer();
enabledefmovement;
                                enabledefmovement();
enablefeatures float;
                                enablefeatures(float);
enablemap;
                                enablemap();
enablepause;
                                enablepause();
enableselectweapons;
                                enableselectweapons();
enableweapons;
                                enableweapons();
explodebomb float;
                                explodebomb(float);
followplayer;
                                followplayer();
freezeplayer float;
                                freezeplayer(float);
freezeplayer2;
                                freezeplayer2();
hide;
                                hide();
hideimg float;
                                hideimg(float);
hideimgs float, float;
                                hideimgs(float,float);
hidelocal;
                                hidelocal();
 
hitcompu float, float, float, float;
                                hitcompu(float,float,float,float);
hitnpc float, float, float, float;
                                hitnpc(float,float,float,float);
hitobjects float, float, float;
                                hitobjects(float,float,float);
hideplayer float;
                                hideplayer(float);
hidesword float;
                                hidesword(float);
hitplayer float, float, float, float;
                                hitplayer(float,float,float,float);
hurt float;
                                hurt(float);
insertstring oldstring, float, oldstring;
                                insertstring(string,float,string);
join oldstring;
                                join(string);
lay oldstring;
                                lay(string);
lay2 oldstring, float, float;
                                lay2(string,float,float);
loadmap oldstring;
                                loadmap(string);
message oldstring;
                                message(string);
move float, float, float, float;
                                move(float,float,float,float);
noplayerkilling;
                                noplayerkilling();
openurl oldstring;
                                openurl(string);
openurl2 oldstring, float, float;
                                openurl2(string,float,float);
play oldstring;
                                play(string);
play2 oldstring, float, float, float;
                                play2(string,float,float,float);
playlooped oldstring;
                                playlooped(string);
putbomb float, float, float;
                                putbomb(float,float,float);
putcomp oldstring, float, float;
                                putcomp(string,float,float);
putexplosion float, float, float;
                                putexplosion(float,float,float);
putexplosion2 float, float, float, float;
                                putexplosion2(float,float,float,float);
puthorse oldstring, float, float;
                                puthorse(string,float,float);
putleaps float, float, float;
                                putleaps(float,float,float);
putnewcomp oldstring, float, float, oldstring, float;
                                putnewcomp(string,float,float,string,float);
putnpc oldstring, oldstring, float, float;
                                putnpc(string,string,float,float);
putnpc2 float, float, oldstring;
                                putnpc2(float,float,string);
reflectarrow float;
                                reflectarrow(float);
removearrow float;
                                removearrow(float);
removebomb float;
                                removebomb(float);
removecompus;
                                removecompus();
removeexplo float;
                                removeexplo(float);
removehorse float;
                                removehorse(float);
rmeoveitem float;
                                removeitem(float)
removestring oldstring, oldstring;
                                removestring(string,string);
removetiledefs oldstring;
                                removetiledefs(string);
replaceani oldstring, oldstring;
                                replaceani(string,string);
replacestring oldstring, float, oldstring;
                                replacestring(string,float,string);
resetfocus;
                                resetfocus();
savelog oldstring;
                                savelog(string);
savelog2 oldstring, oldstring;
                                savelog2(string,string);
say float;
                                say(float);
say2 oldstring;
                                say2(string);
sendrpgmessage oldstring;
                                sendrpgmessage(string);
sendpm oldstring;
                                sendpm(string);
sendtonc oldstring;
                                sendtonc(string);
sendtorc oldstring;
                                sendtorc(string);
serverwarp oldstring;
                                serverwarp(string);
set oldstring;
                                set(string);
setani oldstring, oldstring;
                                setani(string,string);
setarray float, float;
                                setarray(var,float);
setbeltcolor oldstring;
                                setbeltcolor(string);
setbow oldstring;
                                setbow(string);
setcharani oldstring, oldstring;
                                setcharani(string,string);
setchargender oldstring;
                                setchargender(string);
setcharprop oldstring, oldstring;
                                string = string;
setcoatcolor oldstring;
                                setcoatcolor(string);
setcoloreffect float, float, float, float;
                                setcoloreffect(float,float,float,float);
setcursor float;
                                setcursor(float);
setcurcor2 oldstring;
                                setcursor2(string);
seteffect float, float, float, float;
                                seteffect(float,float,float,float);
seteffectmode float;
                                seteffectmode(float);
setfocus float, float;
                                setfocus(float,float);
setgender oldstring;
                                setgender(string);
sethead oldstring;
                                sethead(string);
setlevel oldstring;
                                setlevel(string);
setlevel2 oldstring, float, float;
                                setlevel2(string,float,float);
setmap oldstring, oldstring, float, float;
                                setmap(string,string,float,float);
setminimap oldstring, oldstring, float, float;
                                setminimap(string,string,float,float);
setmusicvolume float, float;
                                setmusicvolume(float,float);
setimg oldstring;
                                setimg(string);
setimgpart oldstring, float, float, float, float;
                                setimgpart(string,float,float,float,float);
setletters oldstring;
                                setletters(string);
setplayerdir oldstring;
                                setplayerdir(string);
setplayerprop oldstring, oldstring;
                                string = string;
setpm oldstring;
                                setpm(string);
setshape float, float, float;
                                setshape(float,float,float);
setshape2 float, float, float;
                                setshape2(float,float,float);
setshield oldstring, float;
                                setshield(string,float);
setshoecolor oldstring;
                                setshoecolor(string);
setshootparams oldstring;
                                setshootparams(string);
setskincolor oldstring;
                                setskincolor(string);
setsleevecolor oldstring;
                                setsleevecolor(string);
setstring oldstring, oldstring;
                                setstring(string,string);
setsword oldstring, float;
                                setsword(string,float);
seturllevel oldstring;
                                seturllevel(string);
setz float, float, float, float, float, float, float, float;
                                setz(float,float,float,float,float,float,float,float);
setzoomeffect float;
                                setzoomeffect(float);
shoot float, float, float, float, float, float, oldstring, oldstring;
                                shoot(float,float,float,float,float,float,string,string);
shootarrow float;
                                shootarrow(float);
shootball;
                                shootball();
shootfireball float;
                                shootfireball(float);
shootfireblast float;
                                shootfireblast(float);
shootnuke float;
                                shootnuke(float);
show;
                                show();
showani float, float, float, float, oldstring;
                                showani(float,float,float,float,string);
showani2 float, float, float, float, float, oldstring;
                                showani2(float,float,float,float,float,string);
showcharacter;
                                showcharacter();
showfile oldstring;
                                showfile(string);
showimg float, oldstring, float, float;
                                showimg(float,string,float,float);
showimg2 float, oldstring, float, float, float;
                                showimg2(float,string,float,float,float);
showlocal;
                                showlocal();
 
showpoly float, float;
                                showpoly(float,array);
showpoly2 float, float;
                                showpoly2(float,array);
showstats float;
                                showstats(float);
showtext float, float, float, oldstring, oldstring, oldstring;
                                showtext(float,float,float,string,string,string);
showtext2 float, float, float, float, oldstring, oldstring, oldstring;
                                showtext2(float,float,float,float,string,string,string);
sleep float;
                                sleep(float);
spyfire float, float;
                                spyfire(float,float);
stopmidi;
                                stopmidi();
stopsound oldstring;
                                stopsound(string);
take oldstring;
                                take(string);
take2 float;
                                take2(float);
takehorse float;
                                takehorse(float);
takeplayercarry;
                                takeplayercarry();
takeplayerhorse;
                                takeplayerhorse();
throwcarry;
                                throwcarry();
timereverywhere;
                                timereverywhere();
timershow;
                                timershow();
toinventory oldstring;
                                toinventory(string);
tokenize oldstring;
                                tokens = string.tokenize();
tokenize2 oldstring, oldstring;
                                tokens = string.tokenize(" ," @ string);
toweapons oldstring;
                                toweapons(string);
triggeraction float, float, oldstring, oldstring;
                                triggeraction(float,float,string,string);
unfreezeplayer;
                                unfreezeplayer();
unset oldstring;
                                unset(string);
updateboard float, float, float, float;
                                updateboard(float,float,float,float);
updateterrain;
                                updateterrain();
wraptext float, oldstring, oldstring;
                                tokens = wraptext(float," ," @ string,string);
wraptext2 float, float, oldstring, oldstring;
                                tokens = wraptext2(float,float," ," @ string,string);
</pre>
 
=== Supported old string operations ===
These old string operators can be used in string parameters
for the old commands, also you can use them directly as operators, e.g.
  #c = "hello"
is actually doing
  player.chat = "hello"
It is recommended to use the new scripting style though.
 
 
<pre>
#a            player.account
#a(float)    players[float].account
#m            player.ani
              ani
#m(float)    players[float].ani
#K(float)    char(float)
#8            player.bodyimg
              bodyimg
#8(float)    players[float].bodyimg
#c            player.chat
              chat
#c(float)    players[float].chat
#C0          player.colors[0]
              colors[0]
#C0(float)    players[float].colors[0]
#C1          player.colors[1]
              colors[1]
#C1(float)    players[float].colors[1]
#C2          player.colors[2]
              colors[2]
#C2(float)    players[float].colors[2]
#C3          player.colors[3]
              colors[3]
#C3(float)    players[float].colors[3]
#C4          player.colors[4]
              colors[4]
#C4(float)    players[float].colors[4]
#C5          player.colors[5]
              colors[5]
#C5(float)    players[float].colors[5]
#D            downloadfile()
#E            emoticonchar()
#e(float,float,oldstring)
              string.substring(float,float)
#g            player.guild
              guild
#g(float)    players[float].guild
#3            player.headimg
              headimg
#3(float)    players[float].headimg
#5            player.horseimg
              horseimg
#5(float)    players[float].horseimg
#k(float)    keyname(float)
#L            player.level
#I(oldstring,float)
              getstring(string)[float]
#n            player.nick
              nick
#n(float)    players[float].nick
#f            image
#f(float)    npcs[float].image
#F            level
#p(float)    params[float]
#P(float)    player.attr[float]
              attr[float]
#P(float_1,float_2)
              players[float_2].attr[float_1]
#P1          player.attr[1]
              attr[1]
#P1(float)    players[float].attr[1]
#P2          player.attr[2]
              attr[2]
#P2(float)    players[float].attr[2]
#P3          player.attr[3]
              attr[3]
#P3(float)    players[float].attr[3]
#P4          player.attr[4]
              attr[4]
#P4(float)    players[float].attr[4]
#P5          player.attr[5]
              attr[5]
#P5(float)    players[float].attr[5]
#P6          player.attr[6]
              attr[6]
#P6(float)    players[float].attr[6]
#P7          player.attr[7]
              attr[7]
#P7(float)    players[float].attr[7]
#P8          player.attr[8]
              attr[8]
#P8(float)    players[float].attr[8]
#P9          player.attr[9]
              attr[9]
#P9(float)    players[float].attr[9]
#R(oldstring) string.random()
#2            player.shieldimg
              shieldimg
#2(float)    players[float].shieldimg
#s(oldstring) getstring(string)
#1            player.swordimg
              swordimg
#1(float)    players[float].swordimg
#S            player.sword.script
#t(float)    tokens[float]
#T(oldstring) string.trim()
#v(float)    float
#W            player.weapon.image
#W(float)    weapons[float].image
#w            player.weapon.name
#w(float)    weapons[float].name
</pre>
Compatibility note:
When you use the command setcharprop then the first parameter
is handled differently: instead of changing 'player.chat' it
is changing 'chat', the chat text of the npc. So 'setcharprop #c,hello'
would be translated into
chat = "hello"
while 'setplayerprop #c,hello' is translated into
player.chat = "hello"
In the list above both possibilities are listed.

Latest revision as of 10:48, 16 April 2010

Introduction

Why scripts

Scripts bring life into objects and make it easy to customize the game. Instead of just placing a stone into your world, you can make it so that the stone can be lifted or kicked. Instead of being limited to some fixed player movement you can rescript it to let the player jump, strafe and duck. To let the player inspect and organize his/her items you can create some dialogs and display those by script, e.g. when the player presses a special key.

In Graal the scripting is done in 'Graal Script', it's looking like Java/C++, but brings some additional features for making things easier for game creators, while on the other hand running in a sandbox and limiting access to game-related stuff only.

Graal Script is almost fully compatible to the 'old' Graal script used in Graal v1.0 - 3.0, and is partially compatible to Torque script.

NPCs and 'weapons'

There are generally two types of objects in Graal which have scripts: The first type are the non-player-characters (NPCs). The name 'NPC' is actually used for all visible objects in the game: monsters, stones, bushes, houses, ships, plants etc. Scripts for npcs are most of the time containing code for moving the npc or for reacting to activities of the player, e.g. giving money to the player when he/she grabs the npc. The other type of script-holding objects are the 'weapons'. Those are items in the inventory of the player, not necessary being weapons. Most of the time they are actually just scripts which control the movement of the player, display weapon graphics, or display menus.

So there are objects in the game which have their own script, and players which have a set of scripts in their invisible backpack.

Server-side and client-side

Graal is an online game, and there are differences to standard scripting in offline games. In offline programs you have access to everything, anytime. In online games everything is divided into two parts: the server-side which controls most things in the game, and the client-side which displays the game to the player. Since the client only displays things, it is not possible to cheat by hacking the client. On client-side you mainly have code for displaying special effects, for displaying the GUI (windows, status bars, item menus), playing sound effects and music. Also the player movement is done on client-side. On the server-side scripts are used to do the more secure parts of the game engine, and things that are the same for all players - npcs are added, moved, npcs interact with players, the stats of the players are calculated, the communication between players is handled.

All scripts for npcs and weapons can contain server-side code and client-side code. The server-side code is executed directly on the server, the client-side code is sent to the client when he/she logins and executed separately for each player on their own computer. Usually the two parts of the script are divided by a line that only contains "//#CLIENTSIDE", like this:

// Server-side part which is setting the image
// of the npc when it is created
function onCreated() {
  setimg("door.png");
}

//#CLIENTSIDE

// Here follows the client-side part,
// which plays a sound effect when the player
// touchs the npc
function onPlayerTouchsme() {
  play("chest.wav");
}

Also see clientside and serverside.

Events

In general scripts are made for reacting to events - when the npc is created then the script initializes the attributes of the npc, when the player says something then the npc is moving to the player, when the player grabs the npc then the npc is giving the player some money etc. So the script is basicly a collection of actions that are done when special events are happening. Events can e.g. be the "created" event when the npc is created, the "playertouchsme" event when the player touchs the npc, or the "playerchats" event when the player says something. To write code that reacts to one of those event, you define an event function like this:

function onEVENTNAME() {
  // actions
}

When the event is happening, then Graal executes that scripting function and all commands you have added there. Sometimes the event gives some parameters to the event function, then change your function to:

function onEVENTNAME(parameter1, parameter2, ...) {
  // actions
}

By accessing 'parameter1' etc. (you can name them differently) you can react to the event more exactly.

Instead of reacting to events, the npcs and weapons can also invoke new events. That way you can let other npcs doing things. You also need that if you want to coninuously doing things - use timeout events for that.

function onCreated() {
  setTimer(1);
}

function onTimeout() {
  // actions
  setTimer(1);
}

In the onCreated event function the script is setting the timer to 1 second. When that second is over, then the "timeout" event is invoked on the npc and the onTimeout event function is executed. Because it is setting the timer to 1 second again, the onTimeout event will occur again after one second, and so on.


Compatibility note: In older Graal scripts you will also find the deprecated way of receiving events:

if (EVENTNAME) {
  // actions
}

That is an if-command outside of any brackets. If Graal sees that you use such an if-command, then it will execute the whole script so that the actions you have written inside the if-command will be executed too.

The events for GUI controls are listed in the description of the different object types: Object types

Basics

Accessing variables

Graal Script variables are 'variant', that means they are objects that hold values of different types. When you assign a value to the variable then it automatically switches to the right type:

Numeric (floating point):

 var = 1;

String (text):

 var = "hello";

Object link:

 var = player;

Array (list of objects):

 var = {1,2,3};

You can check the current type with the type()-function - obj.type() returns 0,1,2,3 for numeric, string, object or array.

Operators

Addition                  a + b
Substraction              a - b
Mulitplication            a * b
Division                  a / b
Modulus                   a % b
Power                     a ^ b
String Concationation     a @ b
    with space            a SPC b
    with newline          a NL b
    with tabulator        a TAB b
Bool-And                  a && b
Bool-Or                   a || b
Bool-Not                  !a
Negative                  -a
Equal                     a == b
Not-Equal                 a != b
Less                      a < b
Greater                   a > b
Less-Equal                a <= b,  a =< b
Greater-Equal             a >= b,  a => b
In-Range                  a in <b,c>, a in |b,c>, a in <b,c|, a in |b,c|
In-Array                  a in {b,c,...}, {a,b,...} in {c,d,...}
Bitwise-Or                a | b
Bitwise-And               a & b
Bitwise-Shift left        a << b
Bitwise-Shift right       a >> b
Bitwise-Invert            ~a
Bitwise-Xor               a xor b (operator ^ already used for power)
Array-Constructor         {a,b,...}
Empty Array               new [count], new[countdim1][countdim2]...
Array Member              a[index]
Function call             a(), a(b,c,...)
Object Attribute          a.b, a.(b)
Post Increment            a++
Post Decrement            a--
Pre Increment             ++a
Pre Decrement             --a
Old String Function       #a
Conditional               a? b : c
Assignment                a = b, a := b
Additive Assignment       a += b
Substractive Assignment   a -= b
Multiplicative Assignment a *= b
Division Assignment       a /= b
Modulus Assignment        a %= b
Power Assignment          a ^= b
Bitwise-Or Assignment     a |= b
Bitwise-And Assignment    a &= b
Shift Left Assignment     a <<= b
Shift Right Assignment    a >>= b
String Append             a @= b

Standard object functions

Here only some of the built-in functions:

obj.type()  - gets the type of the var (float 0, string 1, object 2, array 3)
obj.length() - string length
obj.trim() - removes spaces from the front and back of a string
obj.lower() - converts a string to lower case
obj.upper() - converts a string to upper case
obj.tokenize([delimiters]) - splits the string into an array wherever the delimiters occur
obj.charat(pos) - character at specified position
obj.pos(substring) - first position of the substring in the string
obj.positions(substring) - array of positions of the substring in the string
obj.starts(string) - does the string start with the specified string?
obj.ends(string) - does the string end with the specified string?
obj.substring(index[,length]) - returns the string starting at the index and ending after the length specified
obj.size() - array length
obj.add(obj2) - adds an object to an array
obj.delete(index) - deletes the object from an array at the specified index
obj.remove(obj2) - removes the first instance of the specified object from the array
obj.replace(index,obj2) - replace the object at the specified index
obj.insert(index,obj2) - insert the object at the index without replacing other indexes
obj.clear() - clear the array
obj.subarray(index[,length])
obj.addarray(obj2)
obj.insertarray(index,obj2)
obj.index(obj2) - position of obj2 in the array
obj.indices(obj2) - positions of obj2 in the array
obj.link() - used to pass an array to a function which
  can modify the array, also prevents copying of huge arrays

Also see TGraalVar for more functions for objects.

Standard functions

_(string) - translates a text on serverside 
  to the language of the current player, 
  if translations are enabled
abs(float) - returns absolute value of the float
arctan(float) - arcus tangens
char(ascii) - gets the character for an ascii code (char(65) returns 'A')
cos(angle) - cosinus of a radiant angle
exp(float)
float(string) - for explicitely converting a string 
  to number (normally done automatically though
  when accessing a string with numeric operators)
format(format,parameters,...) - formats a "%s %d" string, 
  inserts the parameters, and returns a string
getangle(delta x,delta y) - [http://en.wikipedia.org/wiki/Atan2 atan2]
getdir(delta x,delta y) - returns the direction for the delta x and y
int(a) - gets the integer part of a floating point number (truncates at the decimal)
log(base,a)
max(a,b) - returns the highest value between the two given
min(a,b) - returns the lowest value between the two given
printf(format,parameters,...) - same as 
  echo(format(format,parameters,...))
random(rangestart,rangeend) - returns a random float between rangestart and rangeend
sin(angle) - sinus of a radiant angle
sleep(time) - suspends the current script for the time
vecx(direction 0..3) - direction to move x if dir is the specified direction
vecy(direction 0..3) - direction to move y if dir is the specified direction
waitfor(objectname,event[,timeout]) - suspends the current script
  and waits until an event is invoked on the specified object,
  returns false when the parameters are wrong or the event
  was not received before the timeout;
  only available in the latest versions of npcserver

Also see Client Functions for more functions.

Old script compatibility

Removed functionality

- toinventory
- followplayer
- playersays()
- setbackpal

Supported old scripting commands and their mapping to new script

addstring oldstring, oldstring;
                                list.add(string);
addtiledef oldstring, oldstring, float;
                                addtiledef(string,string,float);
addtiledef2 oldstring, oldstring, float, float;
                                addtiledef2(string,string,float,float);
attachplayertoobj float, float;
                                attachplayertoobj(float,float);
blockagain;
                                blockagain();
blockagainlocal;
                                blockagainlocal();
callnpc float, oldstring;
                                callnpc(float,string);
callweapon float, oldstring;
                                callweapon(float,string);
canbecarried;
                                canbecarried();
canbepulled;
                                canbepulled();
canbepushed;
                                canbepushed();
cannotbecarried;
                                cannotbecarried();
cannotbepulled;
                                cannotbepulled();
cannotbepushed;
                                cannotbepushed();
canwarp;
                                canwarp();
canwarp2;
                                canwarp2();
carryobject oldstring;
                                carryobject(string);
changeimgcolors float, float, float, float, float;
                                changeimgcolors(float,float,float,float,float);
changeimgmode float, float;
                                changeimgmode(float,float);
changeimgpart float, float, float, float, float;
                                changeimgpart(float,float,float,float,float);
changeimgvis float, float;
                                changeimgvis(float,float);
changeimgzoom float, float;
                                changeimgzoom(float,float);
deletestring oldstring, float;
                                deletestring(string,float);
destroy;
                                destroy();
detachplayer;
                                detachplayer();
disabledefmovement;
                                disabledefmovement();
disablemap;
                                disablemap();
disablepause;
                                disablepause();
disableselectweapons;
                                disableselectweapons();
disableweapons;
                                disableweapons();
dontblock;
                                dontblock();
dontblocklocal;
                                dontblocklocal();
drawaslight;
                                drawaslight();
drawoverplayer;
                                drawoverplayer();
drawunderplayer;
                                drawunderplayer();
enabledefmovement;
                                enabledefmovement();
enablefeatures float;
                                enablefeatures(float);
enablemap;
                                enablemap();
enablepause;
                                enablepause();
enableselectweapons;
                                enableselectweapons();
enableweapons;
                                enableweapons();
explodebomb float;
                                explodebomb(float);
followplayer;
                                followplayer();
freezeplayer float;
                                freezeplayer(float);
freezeplayer2;
                                freezeplayer2();
hide;
                                hide();
hideimg float;
                                hideimg(float);
hideimgs float, float;
                                hideimgs(float,float);
hidelocal;
                                hidelocal();

hitcompu float, float, float, float;
                                hitcompu(float,float,float,float);
hitnpc float, float, float, float;
                                hitnpc(float,float,float,float);
hitobjects float, float, float;
                                hitobjects(float,float,float);
hideplayer float;
                                hideplayer(float);
hidesword float;
                                hidesword(float);
hitplayer float, float, float, float;
                                hitplayer(float,float,float,float);
hurt float;
                                hurt(float);
insertstring oldstring, float, oldstring;
                                insertstring(string,float,string);
join oldstring;
                                join(string);
lay oldstring;
                                lay(string);
lay2 oldstring, float, float;
                                lay2(string,float,float);
loadmap oldstring;
                                loadmap(string);
message oldstring;
                                message(string);
move float, float, float, float;
                                move(float,float,float,float);
noplayerkilling;
                                noplayerkilling();
openurl oldstring;
                                openurl(string);
openurl2 oldstring, float, float;
                                openurl2(string,float,float);
play oldstring;
                                play(string);
play2 oldstring, float, float, float;
                                play2(string,float,float,float);
playlooped oldstring;
                                playlooped(string);
putbomb float, float, float;
                                putbomb(float,float,float);
putcomp oldstring, float, float;
                                putcomp(string,float,float);
putexplosion float, float, float;
                                putexplosion(float,float,float);
putexplosion2 float, float, float, float;
                                putexplosion2(float,float,float,float);
puthorse oldstring, float, float;
                                puthorse(string,float,float);
putleaps float, float, float;
                                putleaps(float,float,float);
putnewcomp oldstring, float, float, oldstring, float;
                                putnewcomp(string,float,float,string,float);
putnpc oldstring, oldstring, float, float;
                                putnpc(string,string,float,float);
putnpc2 float, float, oldstring;
                                putnpc2(float,float,string);
reflectarrow float;
                                reflectarrow(float);
removearrow float;
                                removearrow(float);
removebomb float;
                                removebomb(float);
removecompus;
                                removecompus();
removeexplo float;
                                removeexplo(float);
removehorse float;
                                removehorse(float);
rmeoveitem float;
                                removeitem(float)
removestring oldstring, oldstring;
                                removestring(string,string);
removetiledefs oldstring;
                                removetiledefs(string);
replaceani oldstring, oldstring;
                                replaceani(string,string);
replacestring oldstring, float, oldstring;
                                replacestring(string,float,string);
resetfocus;
                                resetfocus();
savelog oldstring;
                                savelog(string);
savelog2 oldstring, oldstring;
                                savelog2(string,string);
say float;
                                say(float);
say2 oldstring;
                                say2(string);
sendrpgmessage oldstring;
                                sendrpgmessage(string);
sendpm oldstring;
                                sendpm(string);
sendtonc oldstring;
                                sendtonc(string);
sendtorc oldstring;
                                sendtorc(string);
serverwarp oldstring;
                                serverwarp(string);
set oldstring;
                                set(string);
setani oldstring, oldstring;
                                setani(string,string);
setarray float, float;
                                setarray(var,float);
setbeltcolor oldstring;
                                setbeltcolor(string);
setbow oldstring;
                                setbow(string);
setcharani oldstring, oldstring;
                                setcharani(string,string);
setchargender oldstring;
                                setchargender(string);
setcharprop oldstring, oldstring;
                                string = string;
setcoatcolor oldstring;
                                setcoatcolor(string);
setcoloreffect float, float, float, float;
                                setcoloreffect(float,float,float,float);
setcursor float;
                                setcursor(float);
setcurcor2 oldstring;
                                setcursor2(string);
seteffect float, float, float, float;
                                seteffect(float,float,float,float);
seteffectmode float;
                                seteffectmode(float);
setfocus float, float;
                                setfocus(float,float);
setgender oldstring;
                                setgender(string);
sethead oldstring;
                                sethead(string);
setlevel oldstring;
                                setlevel(string);
setlevel2 oldstring, float, float;
                                setlevel2(string,float,float);
setmap oldstring, oldstring, float, float;
                                setmap(string,string,float,float);
setminimap oldstring, oldstring, float, float;
                                setminimap(string,string,float,float);
setmusicvolume float, float;
                                setmusicvolume(float,float);
setimg oldstring;
                                setimg(string);
setimgpart oldstring, float, float, float, float;
                                setimgpart(string,float,float,float,float);
setletters oldstring;
                                setletters(string);
setplayerdir oldstring;
                                setplayerdir(string);
setplayerprop oldstring, oldstring;
                                string = string;
setpm oldstring;
                                setpm(string);
setshape float, float, float;
                                setshape(float,float,float);
setshape2 float, float, float;
                                setshape2(float,float,float);
setshield oldstring, float;
                                setshield(string,float);
setshoecolor oldstring;
                                setshoecolor(string);
setshootparams oldstring;
                                setshootparams(string);
setskincolor oldstring;
                                setskincolor(string);
setsleevecolor oldstring;
                                setsleevecolor(string);
setstring oldstring, oldstring;
                                setstring(string,string);
setsword oldstring, float;
                                setsword(string,float);
seturllevel oldstring;
                                seturllevel(string);
setz float, float, float, float, float, float, float, float;
                                setz(float,float,float,float,float,float,float,float);
setzoomeffect float;
                                setzoomeffect(float);
shoot float, float, float, float, float, float, oldstring, oldstring;
                                shoot(float,float,float,float,float,float,string,string);
shootarrow float;
                                shootarrow(float);
shootball;
                                shootball();
shootfireball float;
                                shootfireball(float);
shootfireblast float;
                                shootfireblast(float);
shootnuke float;
                                shootnuke(float);
show;
                                show();
showani float, float, float, float, oldstring;
                                showani(float,float,float,float,string);
showani2 float, float, float, float, float, oldstring;
                                showani2(float,float,float,float,float,string);
showcharacter;
                                showcharacter();
showfile oldstring;
                                showfile(string);
showimg float, oldstring, float, float;
                                showimg(float,string,float,float);
showimg2 float, oldstring, float, float, float;
                                showimg2(float,string,float,float,float);
showlocal;
                                showlocal();

showpoly float, float;
                                showpoly(float,array);
showpoly2 float, float;
                                showpoly2(float,array);
showstats float;
                                showstats(float);
showtext float, float, float, oldstring, oldstring, oldstring;
                                showtext(float,float,float,string,string,string);
showtext2 float, float, float, float, oldstring, oldstring, oldstring;
                                showtext2(float,float,float,float,string,string,string);
sleep float;
                                sleep(float);
spyfire float, float;
                                spyfire(float,float);
stopmidi;
                                stopmidi();
stopsound oldstring;
                                stopsound(string);
take oldstring;
                                take(string);
take2 float;
                                take2(float);
takehorse float;
                                takehorse(float);
takeplayercarry;
                                takeplayercarry();
takeplayerhorse;
                                takeplayerhorse();
throwcarry;
                                throwcarry();
timereverywhere;
                                timereverywhere();
timershow;
                                timershow();
toinventory oldstring;
                                toinventory(string);
tokenize oldstring;
                                tokens = string.tokenize();
tokenize2 oldstring, oldstring;
                                tokens = string.tokenize(" ," @ string);
toweapons oldstring;
                                toweapons(string);
triggeraction float, float, oldstring, oldstring;
                                triggeraction(float,float,string,string);
unfreezeplayer;
                                unfreezeplayer();
unset oldstring;
                                unset(string);
updateboard float, float, float, float;
                                updateboard(float,float,float,float);
updateterrain;
                                updateterrain();
wraptext float, oldstring, oldstring;
                                tokens = wraptext(float," ," @ string,string);
wraptext2 float, float, oldstring, oldstring;
                                tokens = wraptext2(float,float," ," @ string,string);

Supported old string operations

These old string operators can be used in string parameters for the old commands, also you can use them directly as operators, e.g.

 #c = "hello"

is actually doing

 player.chat = "hello"

It is recommended to use the new scripting style though.


#a            player.account
#a(float)     players[float].account
#m            player.ani
              ani
#m(float)     players[float].ani
#K(float)     char(float)
#8            player.bodyimg
              bodyimg
#8(float)     players[float].bodyimg
#c            player.chat
              chat
#c(float)     players[float].chat
#C0           player.colors[0]
              colors[0]
#C0(float)    players[float].colors[0]
#C1           player.colors[1]
              colors[1]
#C1(float)    players[float].colors[1]
#C2           player.colors[2]
              colors[2]
#C2(float)    players[float].colors[2]
#C3           player.colors[3]
              colors[3]
#C3(float)    players[float].colors[3]
#C4           player.colors[4]
              colors[4]
#C4(float)    players[float].colors[4]
#C5           player.colors[5]
              colors[5]
#C5(float)    players[float].colors[5]
#D            downloadfile()
#E            emoticonchar()
#e(float,float,oldstring)
              string.substring(float,float)
#g            player.guild
              guild
#g(float)     players[float].guild
#3            player.headimg
              headimg
#3(float)     players[float].headimg
#5            player.horseimg
              horseimg
#5(float)     players[float].horseimg
#k(float)     keyname(float)
#L            player.level
#I(oldstring,float)
              getstring(string)[float]
#n            player.nick
              nick
#n(float)     players[float].nick
#f            image
#f(float)     npcs[float].image
#F            level
#p(float)     params[float]
#P(float)     player.attr[float]
              attr[float]
#P(float_1,float_2)
              players[float_2].attr[float_1]
#P1           player.attr[1]
              attr[1]
#P1(float)    players[float].attr[1]
#P2           player.attr[2]
              attr[2]
#P2(float)    players[float].attr[2]
#P3           player.attr[3]
              attr[3]
#P3(float)    players[float].attr[3]
#P4           player.attr[4]
              attr[4]
#P4(float)    players[float].attr[4]
#P5           player.attr[5]
              attr[5]
#P5(float)    players[float].attr[5]
#P6           player.attr[6]
              attr[6]
#P6(float)    players[float].attr[6]
#P7           player.attr[7]
              attr[7]
#P7(float)    players[float].attr[7]
#P8           player.attr[8]
              attr[8]
#P8(float)    players[float].attr[8]
#P9           player.attr[9]
              attr[9]
#P9(float)    players[float].attr[9]
#R(oldstring) string.random()
#2            player.shieldimg
              shieldimg
#2(float)     players[float].shieldimg
#s(oldstring) getstring(string)
#1            player.swordimg
              swordimg
#1(float)     players[float].swordimg
#S            player.sword.script
#t(float)     tokens[float]
#T(oldstring) string.trim()
#v(float)     float
#W            player.weapon.image
#W(float)     weapons[float].image
#w            player.weapon.name
#w(float)     weapons[float].name

Compatibility note: When you use the command setcharprop then the first parameter is handled differently: instead of changing 'player.chat' it is changing 'chat', the chat text of the npc. So 'setcharprop #c,hello' would be translated into chat = "hello" while 'setplayerprop #c,hello' is translated into player.chat = "hello" In the list above both possibilities are listed.