Creation/Dev/Releases/Client/NewFeatures2001: Difference between revisions

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==2.121==


fixed ghost movement on graal2002,
  also ghosts can now see ganis with script
  like the torch lamps
==2.12==
compatibility of the clients for Graal2001 and Graal2002
many new features for Graal2002, which will
  be listed later when the game is public
fixed updating images from the server
fixed some linking problems
new editor mode: it's now possible to do
  multilevel-editing (when an npc called setmap);
  also the drawing is using the correct npc
  y-order; scrolling is different: click on the
  player and move him around, or use the arrow
  keys to move to the visible level part
new script commands:
  * wraptext linelength,delimiters,text;
    Word-wraps a text into pieces each of length
    'linelength'; the result can be accessed by reading
    #t(0..tokenscount-1)
  * wraptext2 pixelwidth,zoomfactor,delimiters,text;
    Wraps a text depending on the visible text width;
    instead of the numbers of characters you give the
    width of the text on the screen (in pixels);
    the text can be like in showimg, e.g. @TimesRoman@b@text
#f(index) gives you the image of the npc with the
  specified index
==2.103==
baddys can't be hurt/killed again when they
  are already hurt/killed
the auto-mapping works even when you are on
  a ship (attachplayertoobj)
fixed arrows shooting position
npcs are correctly deleted when a level
  is deleted
==2.102==
fixed script command setminimap
==2.101==
added the ghost icon to state.png
  and ghostbody.png
fixed bluelampani.mng
fixed changing the body
arrows cannot hurt ghosts anymore
==2.1==
new standard tiles for trees and
  houses and signs
new interface for starting window and
  serverlist, it shows informations about
  your account;
  if you are in the serverlist you can go
  back to the starting window by pressing F8
completely redone engine for holding the
  images in the memory; this avoids using the
  windows GDI (graphical interface) which caused
  memory leaks and other problems;
  with this new engine the game should take
  much less resources and memory
the editor opens a new empty level when
  you press F4 while playing the tutorial levels
  instead of showing the error message that
  the tutorial level does not exist on the
  hard drive (since it is encoded in the exe
  and not meant to be editable)
when you are in a level where playerkilling is
  disabled then you see a little sign right to
  the alignment bar which shows a red cross on
  a sword
the script variable timevar works in
  offline mode too
fixed problem with the % operator on big
  values
new script function ascii(c) to get the
  ascii code of a character (ascii(A) is 65);
  the other way (converting ascii code to
  character) can still be done by using the
  #K(num) message code (#K(65) is A)
there shouldn't be 'Invalid floating point'
  error messages any more on voodoo cards
  (please disable the use of direct3D in the
  Graal options if the effects are too slow for you)
when a chat text or a nickname contains a line that is
  too long for being displayed on the screen, then
  only the visible part is drawn instead of
  hiding it like in old Graal versions
new script variable tiles[x,y] which can be
  used as replacement for the board[index] variable;
  it also works for tiles in near levels on overworlds
  (tiles[-1,20] will read the tile at (63,20) of the
  level left to the current level)
in the editor there is a new option 'Predefined npcs';
  there are all scripts (text files) listed where the
  filename starts with 'defnpc' and ends with '.txt';
  you can select the npc, then drag&drop it onto the level
  by clicking on the npc outline icon left of the choice
  box and moving it onto the level;
  in the script file you can insert lines like
  #COMMENTS This is a door
  for changing the comments that are displayed under the
  choice box, and
  #EDIT redvalue 1
  to let the user change a value in the script:
  when you add the npc to the level then
  all occurances of the variable ('redvalue') will
  be replaced by the entered text (in this case '1'
  if you don't change the text)
some windows have been removed (sign message codes,
  add-npc window) and the stuff from it is integrated into
  other windows so the level editing is simplier;
  the options window and add-showcharacter windows
  use tabsheets
snapshots levels made with Alt+5 handle lights correctly,
  also fixed some other problems with snapshot levels
support for smilies in PMs: some text like :D and :eek:
  is automatically replaced by smilie-images when reading
  a PM (and having html-pms turned on); you can change the
  list of smilies by editing the file smiliesdef.txt in the
  folder levels/smilies (add a line 'code,filename' for adding
  a new smilie)
fixed 'vibrations' when being on a moving ship
switching to fullscreen and back to window mode should
  work better instead of flashing the screen several times
ganis can contain scripts, put it in a block:
  SCRIPT
  if (blabla)...
  SCRIPTEND
  It is restricted to this. variables and can only use
  functions for playing music files and displaying showimgs
new script function getangle(dx,dy)
String arrays! they are saved in normal flags/string
  variables and look like 'myarray=123,"45",67,"8,9"'
  Commands/Functions:
  addstring list,text;
  insertstring list,index,text;
  replacestring list,index,text;
  removestring list,text;
  deletestring list,index;
  sarraylen(list)
  lindexof(list,text)
  #I(list,index)  - gives you the string on place 'index'
new script command play2 wavfile,x,y,volume;
  x,y specifys from where the sound should come from;
  volume must be between 0 and 1, if set to 1 then the
  default volume will be used (depending on how far x,y
  is away from the player)
auto mapping: the Graal program now automatically
  downloads map files and minimap images, and updates
  the bigmap (M) by drawing the screen on the map when you
  move 8 tiles; this options can be turned off in the
  Graal options if wished; when you leave a level then it
  saves the part of the map that belongs to that level on
  hard disk into the maps/parts folder; next time you start
  Graal it loads the map parts automatically, that way
  you always have an up-to-date map;
  the map and minimap is no longer set by the listserver,
  its now done by the gserver itself, which means playerworld
  owners can change the default map/minimap by adding lines
  to the serveroptions.txt:
  bigmap=bigmap.txt,map.png,12.2,8
  minimap=minimap.txt,map2.png,5.2,7
  it works exactly like the script commands setmap/setminimap
new script variable 'graalversion' to detect the Graal
  version the npc is running on
ghost mode, which makes it possible to let new players see
  Graal2001 for free; it will also be used to limit the
  player count on 'free' servers (if you have not upgraded
  then you will login as ghost and wait in a queue till you
  are activated)
important actions are logged in a new log window that you
  can open by pressing Alt+0; it logs things like initializing
  DirectX, Direct3D, but also the login/logout of players
  and sending of explosions etc.; more stuff will be added in the
  future
script commands callweapon and callnpc doesn't allow the 'created'
  flag anymore
fixed showimg synchronization
in the tiles panel in the editor you can select multiple tiles
  at once: select a block of tiles by clicking on the upper lef
  edge, then moving the mouse to the lower right edge and
  releasing it, then pasting it on the level
all default images included in Graal are now using the
  image formats png or mng instead of gif
==2.052==
the script variable playerscount is fixed
  (was not working for npc weapons)
when you create a new level then the current
  background tile is used for the background (instead
  of a black tile)
when switching to other servers then the correct
  server name is displaying in the window title
openurl2 works more than one time
hidden npcs can use the command showimg
when the map is changed (script command setmap) then
  the new map is immediatelly applied
the little yellow hint window that shows the names
  of players on the minimap is hidden when you switch
  to other applications
==2.05==
This time there are mainly bug fixes.
removed the problem with memory error
  2.2 (an error window that sometimes popups)
the graal window now shows the name of the
  server in the title bar
there is a new button in the script editor
  window that lets you format a text, it makes
  the script looking similar to the debugger
  screen, but is also formatting comments lines;
  it's not perfect but can help a little bit
  for understanding scripts written by other
  people
setshape2 supports array variables for the tilestype
  array instead of only static arrays
when npcs do showimg (especially on the npcserver) then
  showimgs will not be deleted when you leave the level,
  so you still see it when reentering the level where
  the npcs stands
playing of sounds (playlooped) is stopped when switching a
  server
bombs don't destroy half bushes
new file format (exists since beginning of 2000 but was
  only available for newworld team):
  The new level format is text based. If you want to edit it
  outside of Graal, use a text editor which doesn't wrap lines.
  You automatically produce a file in the new format when you
  save to a file with ending .nw
  Those files are bigger than .graal files, but because it is
  text-based it is easier to edit parts of it (e.g. ncp script)
  without opening the game, or to write tools that
  do changes to the levels, like adding npcs to levels. The
  graal servers support that file format too, the data sent to
  the player is the same size like when using .graal files, so it
  will not make the game laggier
  Format:
  It begins with the signature GLEVNW01.
  It can contain following data types:
  * board lines:
    BOARD x y width layerindex <tilesdata>
    This is one line of the background layer. 'tilesdata' has a length if w*2
    characters; each tile is a 12bit-index into the tile list (pics1.png) and is
    encoded in two base64 characters (upper 6 bit first)
    base64: String = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
    so AA is tile 0, AB is tile 1, AC is tile 2, // is tile 4095 (=0xFFF)
  * level links:
    LINK <destination-level> x y width height newx newy
    The link attributes are the same like in the link options window in Graal.
    destination-level, newx and newy must not contain spaces.
  * signs:
    SIGN x y
    text
    ...
    SIGNEND
    Signs may be empty, but SIGNEND must always be there.
  * npcs:
    NPC imagefilename x y
    script
    ...
    NPCEND
    If the npc doesn't have a filename (invisible npc), then write '-' for imagefilename.
    x and y may be floating point values. The npc script may be empty, but NPCEND
    must always be there
  * baddies:
    BADDY x y type
    attackverse
    hurtverse
    winverse
    BADDYEND
    'type' is the baddy name (graysoldier ... dragon ) or index (0...9). You don't need
    to write all 3 verses, it's also possible to only write attackverse+hurtverse or only
    attackverse, but BADDYEND must always be there.
  * chests:
    CHEST x y item signindex
    item is the item name (greenrupee ... spinattack) or item index (0...24)
==2.04==
This version contains major improvements in the game engine.
===Sound===
PARAM1 enabled for the PLAYSOUND command in gani files, also
  message codes can be used with the script command play;
  You can make an animation that plays differnet sounds/tones,
  so this makes it possible to create instruments
===Animations===
replacegani aniname,newani;
  Lets the player use a different animation for
  walking, swimming etc. You can do things like
  replacegani walk,mywalk; if you want the player
  use mywalk.gani as walking animation (instead of
  writing your own walking script); This takes only
  effect till the player logs off, so you must put it
  in a system npc or so; its not lagging;
  The default animations are:
    idle,walk,walkslow,kick,sword,ridesword,
    spin,push,grab,pull,lift,carrystill,
    hiddenstill,carry,hidden,shoot,ridestill,
    ridefire,rideeat,ride,sit,sleep,hurt,
    ridehurt,dead,maps1,maps2,maps3,swim,
    lava,carried
  To reset the default animation just do
  replacegani walk,walk; etc.
  Using replacegani you can do things like
  holding a torch while running (*olympic games*).
  It's only allowed/enabled for upgraded servers.
===Tiles===
addtiledef tilesimage,levelstart,type;
  uses the file 'tilesimage' in replacement of
  'pics1.png' in all levels that start with 'levelstart';
  type: 0-old graal, 1-new order(description later)
addtiledef2 tilesimage,levelstart,x,y;
  this is similar to addtiledef, but only replaces
  a part of the tiles image; its like putting an
  image on top of the tiles image (normally pics1.png),
  this is good for replacing the default chair or lamp
  or so; this supports animated images, but keep in mind
  that all tile replacements must be hold in memory
  and be animated, so better only use it in the levels
  you need it;
  These two commands are very powerful and are only
  enabled for upgraded servers.
removetiledefs levelstart;
  removes tile definitions for levels that start with
  'levelstart'
support for object sets, saved in the tileobjects folder and selectable
  in the editor
===NPC layers===
setshape type,pixelwidth,pixelheight
  Sets the shape for an npc. It already existed on
  the npcserver, but is usefull for client-side stuff to.
  type is the the shape type, the only one supported
  is 1 (=rectangle); it makes the npc behave like
  a fixed rectangle, no matter how big the image is or
  if its already loaded; to set it back to default
  do setshape 0,0,0;
setshape2 width,height,{tiletypes,...}
  Lets the npc behave like a level, which means you can set
  what size it has (in tiles) and how the tiles behave;
  e.g. do setshape2 2,2,{3,3,3,3}; to make an npc that behaves
  like a chair. Following tile types are supported:
  0 nonblocking
  2 hurting underground
  3 chair
  4 bed upper side
  5 bed lower side
  6 swamp
  7 lava swamp
  8 near water
  9 near lava
  11 water
  12 lava
  20 throw-through (fences)
  21 jumping stone
  22 blocking tile
attachplayertoobj objecttype,id;
  Attaches the player to an object, currently only npcs are
  supported (objecttype=0); the id must be the id of the npc
  you want to attach the player at
  when the player is attached, you can do if (playerattached) to
  check if he is attached; new player attributes playerattachid
  and playerattachtype; new variables levelorgx,levelorgy for
  getting the origin of the level/npc where the player is in
  This command is good for all kinds of layers or moving
  objects, together with the setshape2 command you can do
  levels-in-levels things. It can be used for bridges,
  ships, baloons, platforms in quests. Don't forget to detach the
  player when he should go back to the normal level. The
  position of the player is not saved when he is on such
  an npc.
  This command is only allowed/enabled for upgraded servers
detachplayer
  Puts the player back into the normal level
===Showimg/show text===
showimg colors,layer, and zoom is sent to other players (even
  when the layer is 4, then only values between 0 and 440 allowed)
showing text with showimg
  you can do showimg 1,@Hello!,x,y; do show text; setting
  font and style is possible by doing showimg index,@font@style@text,x,y;
  (style: characters from 'bicus', b-bold, i-italic, c-centered,u-underline,
  s-strikeout); for change the view of the text use the commands
  changeimgzoom,changeimgcolors
showimg works now server-side, layer 4 works too
weaponscount variable, #w(index) gives you the weapon names,
  #W(index) the weapon images; you can assign values to selectedweapon
  to change the selected weapon of the players; use
  enable/disableselectweapons if you want to disable the weapon
  select screen (Q)
===Other features/bug fixes===
check for correct tiles when lifting/eating/slaying bushes
faster search for files (lookup in the filename list)
bombs and arrows go to near levels
chat text is always displayed at least 3 seconds
message codes possible in #K() (for inserting special characters
  into text)
the script command stopsound doesn't crash the game when sound
  is turned off
==2.03==
New script command: triggeraction targetx,targety,action,params;
  This is one of the commands that give you like 50% more scripting
  power than before. It is like a combination of hitobjects and
  callnpc, but better. With 'triggeraction' you invoke an event
  to the object on positon (targetx,targety). If the object is
  an npc, then the npc script is called with the flag
  'action<action>' set, when the object is a player then the
  weapon scripts of the that player are called with the
  'action<action>' flag set.
  'params' can be one or more parameters, divided by commas;
  the called script can read the paramters by accessing the
  message code #p(paramindex).
  Because this is hard to explain with words, here some
  little examples:
  * trigger player weapons
    You can easily do a weapon which freezes the other
    player:
    if (playertouchsme) toweapons Freezing-Weapon;
    if (weaponfired) {
      triggeraction playerx+1.5+vecx(playerdir)*2,
        playery+2+vecy(playerdir)*2,freeze,;
    }
    if (actionfreeze) {
      freezeplayer 3;
      setplayerprop #c,FREEZED;
    }
    Both players must have this weapon for making it
    working. Then use it on the other player, and he will
    be freezed, because a 'freeze' action is sent to him
    and his weapon script, called with flag 'actionfreeze',
    will freeze him. You can also move the if (actionfreeze) ...
    into an system npc so the weapon can be used on all
    players.
    Other nice things you could do with triggering actions
    on players: a stealing weapon which lets the other player
    loose gralats (if (actionsteal) lay2 greenrupee,... );
    complex attacking weapons that use your own hitpoint
    system instead of the default hearts thing
  * trigger npcs
    Until now npcs can only react to 'playertouchsme' and
    'washit', other things are very hard to do (e.g. the
    mining on Graal2001 was made by checking periodically
    what animation the player has and before which stone the
    player stands). You could do callnpc, but this works only
    client-side and you needed to pass parameters with
    flags.
    Using 'triggeraction' you can make those things much easier.
    The mining axe could have the script
    if (weaponfired) {
      setani jaxe,hammergold0.png;
      triggeraction playerx+1.5+vecx(playerdir)*2,
        playery+2+vecy(playerdir)*2,mining,#v(axepower);
    }
    If you now use the weapon on a stone, the stone npc could
    check this so:
    if (actionmining) {
      axepower = strtofloat(#p(0));
      this.power -= axepower;
      if (this.power<=0) {
        setstring uncraftedgold,#v(strtofloat(#s(uncraftedgold))+1);
        hide;
      }
    }
    With this thing you can also easily do switches which are
    activated with the hammer, or torch lamps which are turned on
    by using a torch on it.
  * actionpushed, actionpulled
    The game automatically triggers the actions 'pushed' and
    'pulled' on an npc, #p(0) is the direction of where to move;
    so you can do different things when the player tries to
    push/pull the npc, e.g. slower pulling, or opening
    a door.
New script command: move dx,dy,time,options;
  dx - delta x
  dy - delta y
  time - time in seconds
  options - cachingmode (0,1 or 2) + blockcheck (4 or 0) +
    informmewhendone (8 or 0) + applydirection (16 or 0)
  This moves the npc without needing you to update the
  position of the npc 'manually' by changing x and y.
  To move an npc 10 tiles to the right, then 10 tiles to
  the left and again, just do following:
  if (created) {
    while (true) {
      move 10,0,4,0;
      sleep 4;
      move -10,0,4,0;
      sleep 4;
    }
  }
  This moves the npc 10 tiles to the right, then waits 4
  seconds, then moves it 10 tiles to the left, then waits
  4 seconds, and repeats this endlessly.
  The good thing is that this also works with server-side
  npcs and makes them look like they are moved on client-side.
  There are also nice options to makes things very simple:
  * cachingmode:
    * 0: previous movements will be finished immediatelly
    * 1: movements will be cached, the previous movements
        will only be finished when the cache is too large
        (distance to go >5);
        this caching can be used on server-side npcs to
        make the movement look like non-laggy even when
        there are little delays sometimes
    * 2: the movement will just be appended to the movement
        list; you can add up to 100 movements
  * blockcheck: add 4 to the options when you want the
    npc to stop when there is a wall blocking the npc
  * informmewhendone: if you add 8 to the options then the
    script will be called with a 'movementfinished' flag
    when the the npc has stopped walking; catch this event
    with
    if (movementfinished) {...}
    if you want to do something when the npc has stopped
    (e.g. walking in a different direction)
  * applydirection: add 16 to the options if you want the
    game to automatically set the direction of the npc
    depending on the movement direction (can be good
    when using movement caching)
on remotecontrol and npccontrol you can use new
  chat functions, commands start with /, you can get
  a list of available functions with /help
when you play on a game server with npcserver
  and an npc leaves the current level, then it is
  displayed in the new level instead of being hidden
script functions vecx(dir) and vecy(dir) which
  are a replacement for the 'dirgo' variables used
  in many scripts;
  e.g. for direction 2 (down) the  functions vecx and
  vecy give you 0 and 1;
  normal npc movements can so simply made by
  x += vecx(dir);
  y += vecy(dir);
script functions onmapx(levelname) and onmapy(levelname)
  to get the position of a level on the currently set
  map
the game uses in-game code to compress/decompress again
  instead of using zlib.dll because it has been abused
if you press the shift key while clicking on Start
  or Turorial in the starting window, then the game
  will start in fullscreen mode
new script flags 'playerreading' to check if the
  player is reading a sign, and 'lighteffectsenabled'
  for checking if the player can see the light
  effects and day/night
fixed bugs when using numbers for #P1
fixed bug with reading animated interlaced gifs
==2.021==
the speed cheat protection shouldn't close the program
  when there was no cheating
when opening the history of someone you will not
  see the web navigation bar
better hacking protection
the server knows the language of the client,
  that way there can be translation of signs and what npcs
  say (on servers with npcserver)
==2.02==
Version v2.02 brings new things for customizing the
player (e.g. hats), making signs with images, and doing
string parsing in npc scripts. Of course there are also
bug fixes.
Restrictions for free servers: Because we want players
to upgrade the accounts, we have put some limits on
free servers. This includes light effects (seteffect,
setcoloreffect etc.) and complex ganis. 'complex' means
ganis (animations) that are not default animations
and do more than just display an image. Things like
skip.gani are allowed, fishing.gani not.
Using the hat thing is not allowed.
support for hats and similar things:
  When opening the gani editor (Graal Shop) you
  will see new edit fields for 'Def. attr1', 'Def. attr2'
  etc. These work similar to the PARAM1, PARAM2 etc. thing,
  but they behave different in Graal: while the values for
  PARAMx is taken from the parameters that you use in your
  setani and setcharani script calls (setani shoot,wbow1.gif;
  is setting PARAM1 to wbow1.gif), the ATTR1, ATTR2 etc. is
  read from the players account. You can change it with
  setplayerprop #P1,...; /setcharprop #P1,...;
  You can currently use 5 gani attributes. Since it is saved
  in the players account, it doesn't need to be sent to the
  other players each time the animation is set which is causing
  lag when used in a movement animations
  Here an example for setting the hat of the player:
  setplayerprop #P1,hat0.png;
the guilds listed in the staff section of the
  playerlist can now be changed by serverowners
the HTML window now has a panel with navigation buttons
  for back/forward/stop/refresh/home
  you see that window when the server message of the day is
  displayed or when a script calls the openurl or openurl2
  functions
when the options window is open then the game is not
  freezed anymore (was used to cheat/block players)
===NPC scripting===
you can display images in signs using the
  message code #i: a sign with the text
  Touch this to enter: #i(door.gif)
  will display the door.gif at the end of the
  line. It doesn't check if the image is larger
  than one line, so you might need to add spaces
  in the following lines so that the image doesn't
  overlap the text. You can also only display
  a part of the image:
  The nicest head ever - #i(head19.gif,0,64,32,32)
  This displays the part of head19.gif starting
  at position (0,64) with a widht and height of 32
  (ninji face looking at you)
string parsing functions
  There is a bunch of new functions and message codes
  to support string parsing:
  * strlen(str) - length of the string
  * startswith(part,str) - tests if 'str' is starting with 'part'
  * indexof(part,str) - gives the position of 'part' in 'str'
    (-1: doesn't appear in 'str', 0: str starts with it)
  * #e(startindex,length,str) - extracts a substring out of str;
    when length is -1 then it takes everything after startindex
    till the end of str
  * #T(str) - removes the spaces at the beginning and at the end
  * tokenize str; - divides the specified string into tokens,
    e.g. tokenize I am happy!; will produce 3 tokens (I, am, happy!);
    text inside " " is taken as one token,
    so tokenize hello "Mr. Bear"; will produce 2 tokens (hello,Mr. Bear)
  * tokenscount - gives you the count of tokens produced with tokenize
  * #t(index) - gives you a token
  * tokenize2 delimiter,str; - while tokenize always uses
    spaces and commas, you can add more delimiters here,
    e.g. tokenize2 o, Yoshi is cool; will give you (Y,shi,is,c,l)
when doing setstring flagname,; then the deletion
  of the string variable is sent to the server
setting/unsetting/changing a flag that starts with 'local.'
  is not sent to the server
when using setplayerprop #5 to set a horse or
  when having a horse from last login to the server,
  then the bushes count is set correctly
you can now set string variables that contain commas,
  when you do setstring myflag,1,2,3; then you will
  add a flag 'myflag=1,2,3' instead of getting a syntax
  error
commands that we forgot to mention:
  * disabledefmovement: turns off the normal player movement
    and behaviour; this is good for making new player races
    or things like skis;
    if you only want to temporary disable it then use
    the freezeplayer command
  * enabledefmovement: enables it again
the script debugger (F6) gives you a list of the script
  functions of the selected npc; you see it under the
  drop down list for npcs; when selecting a function then
  the script panel will scroll down to it
  this is good for easier navigation through a script
keydown(index) is always false when the player is paused
new flags issparringzone and nopkzone
===Graal Shop (Gani editor)===
correct detection for if the gani has been modified
correct behaviour of the 'loop' and 'continuous' flags:
  the animation is stopped when at the end and not looped,
  and a continuous animation is started when not running
  and clicking on 'Play'
edit fields for the new gani player attributes
  ('Def. attr1', 'Def. attr2' etc.)
===General bug fixes===
objects are drawn in correct y-order when near level borders
the map viewing animations are set correctly (only
  when you stand still or sit)
when you play on a server with npcserver and you switch to
  another server then you will be able to see npcs
the texts 'Map' and 'Others:' that you see when viewing the
  map can be changed in the languages/languageXXX.txt now too
when pressing R to view the sparring ratings of players then
  the rating is not displayed over npcs
==2.01==
levels are preloaded when you walk on the map
when looking on the map then a special animation
  is set so that other players can see that you are
  reading the map
showimg should work better, artefacts should be removed
when you pause the game then things are still animated,
  bombs explode
when you change the chat text of the player with
  the script command setplayerprop #c,text; then it
  doesn't disappear immediatelly, it will be shown
  for 3 seconds
in scripts you can do if (playerdies) ... to do
  stuff when the player dies (timeouts doesn't work
  when you are dead)
when the player is hurt then you can detect that in
  scripts by doing if (playerhurt) ...
  you can read the variable playerhurtpower to get
  the amount of power that the player lost
a bug with testnpc is removed
new script commands:
  * hitobjects power,x,y; hurts players/npcs/computer
    opponents that are on the specified position;
    this works exactly like the sword so this should
    be used for weapons, instead of the hitplayer command
    which gives the attacker to much advance;
    we will probably need to wait with using it till all
    people have v2.01, and v2.00 is disabled
  * openurl2 url,width,height; opens an url in a window
    but in a different way: it uses the same thing that is
    used for the server MOTD and PM history, so it should
    open faster, and you can set the size of the window;
    remove the leading http:// from the url
==2==
no 2/3/4 player mode anymore; we want to
  concentrate on the online mode; this will
  also help in reducing the ressources needed
  by the game and in removing some bugs;
  with the 2/3/4 player we also removed the
  support for save games (F2/F3), and you can't
  select your character in the starting window,
  servers will provide character selection
  levels
new tutorial levels
in the controls window you can change the keys
  and buttons, just click on it (right mouse
  button deletes it) 
bush rupees and pot hearts are server-side
you can do 'warpto <accountname>' (if you are
  a GP)
on the minimap / playerlist you see red bubbles for
  admin messages, green bubbles for guild messages and
  blue bubbles for mass messages
in the editor you can do flood filling by pasting
  a tile / an object onto the level and pressing the
  right mouse button (shift+right mouse button: only
  fill full objects); if you haven't selected something
  then the right mouse button with fill the area with
  the background tile
there are new deep water tiles where you can't swim
new script commands:
  These commands are good for making a day/night thing
  and showing lights (see the included light2.png which
  can be used as corona (setcoloreffect)) They doesn't
  cause lag, but you can only see it when you have a
  3D card (like Riva TNT).
  * seteffect red,green,blue,alpha; (default 0,0,0,0)
    This if for day/night, by increasing alpha to 0.5
    or so you can make the game darker; changing the
    values for red/green/blue will cause some nice effects
    too
  * setcoloreffect red,green,blue,alpha; (default 1,1,1,1)
    If you change one of these values to something <1 then
    the npc image will be drawn using alpha blending;
    By changing red/green/blue you can change the color of
    the image (so you can use light2.png for red lights,
    green lights etc. without needing another image);
    By changing alpha you can decrease the brightness of the
    npc image
  * setzoomeffect zoomfactor; (default 1)
    Zooms the npc in or out. The npc will stay centered at
    the same position and have the same blocking radius,
    so this is only for effects
  * drawaslight;
    draws the npc above the daynight effects area
    (between drawoverplayers and the stats)
  * changeimgcolors index,red,green,blue,alpha; (default 1,1,1,1)
    changes the alpha transparency / color for the image
    (see setcoloreffect for more);
  * changeimgzoom index,zoomfactor; (default 1)
    changes the zoom factor for the image;
    color and zoom effect are not transferred to other players
    so changeimgcolors and changeimgzoom only work locally
new Graal animation system using *.gani files
  * With setani and setcharani (script commands) you can change
    the animation of the player or the npc, instead of only
    using the default animations that are changed by accessing
    the variable 'sprite'; that variable still exists but will
    be mapped to def.gani which contains all of the old
    animation steps (0..40); its also possible to still read
    'sprite', the game will then try to convert the current
    animation to the old sprite number system, e.g. when the player
    has the animation walk.gani then reading the 'sprite'
    variable will result in values between 1 and 8 depending
    on the current animation step; new animations will always
    be mapped to 0, but you can get the current animation by
    using the #m message code (if (strequals(#m,walk)) ...)
  * There is an editor for gani files named 'GraalShop.exe',
    you can set the file association in the windows explorer
    to make it easier to open gani files; but you can also
    edit gani files with text editor
  * Syntax:
    setani <aniname>,param1,param2,...;
    setcharani <aniname>,param1,param2,...;
    Example: setani walk,; sets the walking animation
    defined in walk.gani. A gani contains informations
    about sprites and where to put them in which frame.
    The gani format:
    1. Starts with some control commands:
    * SPRITE            0    SPRITES  0  0  24  12 shadow
        =>  sprite_index image_file  x  y  w  h description
        this defines a sprite
      * sprite index: is import for the animation part of
        gani file which will be described later;
        each sprite must have an unique sprite index
      * image file: can be
        * BODY HEAD HORSE SHIELD SPRITES PICS
          (those images will taken from the current player),
        * PARAM1, PARAM2, ... (are set with setani/setcharani),
        * myimage.png (direct filename)
      * x,y,width,height: describe which part of the image
        should be drawn
      * description: only for the gani editor
    * DEFAULTPARAMxxx newsword.png - tells the gani editor
      which image should be used for PARAMxxx (it can also
      be a number when you want to use the parameter to
      give a sprite number to animations)
    * COLOREFFECT    20    1    1    0  0.99
      =>    sprite_index  red green  blue alpha
      sets the alpha transparency / colors for the sprite
    * ZOOMEFFECT      20    5
      =>    sprite_index  zoom
      sets the zoom factor for the sprite
    * LOOP - loops the animation
    * CONTINUOUS - doesn't restart the animation when you
      call setani/setcharani again
    * SINGLEDIRECTION - all four directions use the same
      animation steps
    2. It follows the animation in
    ANI
    ...
    ANIEND
      The animation normally contains 4 x animation_step_count lines
      of sprite defintions. Each line contains of a list of
      sprite positions:
    sprite_index dx dy, sprite_index dx dy, ...
      * sprite index: the defined sprite with the specified sprite
        index should be drawn (can also be PARAM1, PARAM2 etc.)
      * dx: horizontal difference to the player-x coordinate
      * dy: vertical difference to the player-y coordinate
    After each frame (which means 4 lines in normal animations
    and 1 line in a SINGLEDIRECTION animation) you can add following
    commands:
    WAIT <waittime> - repeats the last frame <waittime> times
    PLAYSOUND <soundfile> dx dy - plays a wav file from position
      (playerx+dx,playery+dy) (that defines the posititon where it
      sounds loudest); this actually works like the npc command 'play'
      so you can theoretically play midis or avis but that is not
      recommended
  * See the existing gani files for examples, e.g. idle.gani for
    a very simple animation (it only contains one step)
  * The gani format has a lot of advantages:
    * it means less network traffic (because you can replace tons of
      showimg with one call to setani/setcharani)
    * you can do a lot more than with showimg
    * it's easier to make complex animations with it
    * in the online mode the player animations look less
      laggy because the animation continues even if the
      connection is slow
    * you can hear what other people do like they were playing
      on your computer because sound effects are included in
      the gani file
    * you can change the default player animations like dead.gani
files are now automatically downloaded again from the server when
  they have been updated on the server
wavs are downloaded from the server too
when weapon names start with - then you can't see them
  in the weapons list (might be good for system npcs)
new npc script variables playerhurtdx and playerhurtdy when the
  player is hurt (otherwise they are 0)
new npc script commands 'setgender' and 'setchargender'
  (paramters: male / female)
new npc script command setmusicvolume left,right;
  both values can be between 0 and 1
signs are dynamic now, you can use message codes like #n in
  the signs, unknown characters are drawn using a windows font;
  there is a new message code #K(action) which tell you the
  key names for the keys (0-up, 1-left, 2-down etc.) 
head,sword,shield and body images are saved in the right
  folder (levels/heads, levels/swords etc.) instead of
  levels/webgifs
before you can drop items with S+A it checks if there is no
  wall in front of you
the npc script command 'stopsound filename;' works now
there is no error message anymore when you
  open a file by double-clicking on a .graal file
  in the windows explorer (file association)
the script command 'continue' works correctly
  in while-loops now
jumping into links shouldn't stuck you
invisible npcs are non-blocking
DirectSound and DirectDraw are dynamically loaded,
  when there is a problem with DirectDraw then
  the game gives you an error message and closes
  correctly
fixed a bug that happened when you do
  if (playerenters) setlevel <currentlevel>;
playerlist section 'Staff' instead of 'GPs',
  there you can also see LATs and FAQs now
==1.411==
when right-clicking on yourself (online mode)
  then you will see your own profile + stats
you can not pause in sparring rooms anymore
when entering a sparring level then the
  restart position will be updated (so you
  restart in the sparring level when you die)
ad animations are stopped when not visible
forgot to mention: there are script variables
  screenwidth and screenheight (pixels) for the
  visible area which is 640x456 by default;
  those variables are read-only
hidden players (script command hideplayer) are
  now visible on the map again; we might re-enable
  a real hideplayer thing again but not as long
  as people can cheat with it
Alt+1 now saves as png too (like Alt+2)
when you press M in the editor then the
  generated map will be saved as png; if you
  want to use it as map for your playerworld or
  for the setmap command then you need to convert
  it to 8 bit colors before using it in the game
==1.41==
shooting arrows only takes half the time
there is an ap bar under the ASD thing
a rating system for fights in sparring rooms;
  to make a sparring room you must add an npc
  with the script 'sparringzone' (no end line
  characters!) to the level;
  then the server will see that it's a sparring
  level and will not change your ap/money and
  will rate your fighting skills depending on
  who you kill and who kill you;
  when you press R then you will see the current
  ratings over the heads of the players; it shows
  rating + rating deviation; the rating deviation
  tells you if the player is fighting often, only
  players < 80 rating deviation will be listed in
  the graalonline.com top50; so if you see someone
  with a rating of 2000 and a rating deviation with
  330 that means he only had one fight or so, so you
  can't really trust that he is a good fighter
  when you are in a sparring room you will see a
  white 'sparring' on the ap bar
new option in F1->General options: fullscreen mode;
  you can switch to 800x600 and 1024x768;
  you can get the screen size in npc scripts
  by reading 'screenwidth','screenheight' (in
  case you want to align a showimg stats image on
  the right side of the screen)
by right-clicking with the mouse on a player
  you will open the profile of that player;
  the profile now shows more stuff like the account name
  and sword power
the server message of the day can now be
  HTML
graal PMs and the server MOTD can contain
  the new tag <graalmsg>Hallo #n!</graalmsg>
  (the text inside the graalmsg tag works like
  with the npc script command 'message');
  it is good for making a message which looks
  more personal
new npc script command showstats, with this you
  can show/hide parts of the status bar / game
  showstats 1+2+4+8+16+32+64+128+256+512+1024; shows all
  showstats 0; hides all
  the argument is a bit-wise flag set
  1 - ASD
  2 - icons (for rupees, bombs, arrows)
  4 - rupees count
  8 - bombs count
  16 - arrows count
  32 - hearts
  64 - alignment (ap) bar
  128 - magicpoints (mp) bar
  256 - minimap (you can only hide it, you can't show it when the
        player pressed Alt+3)
  512 - inventory npcs
  1024 - players
npc weapons can't be deleted when their name starts with a *
  (e.g. toweapons *Boomerang;)
there is a new very good designed baddy image:
  baddyninja.gif from Ulrich Galbraith (Zancrus)
  (its the one who made some of the graphics for v1.0
  like the frogs, baddies)
there are some new tiles for hourse corners and
  inside house corners
fixed a bug with negative rupees when dropping
  rupees while being in the bank
in online mode the positions of showimgs are aligned the
  same way like the player position; that way its easier to
  use hideplayer+showimg because you can align it correctly
  to the shadow of the player (which can't be hidden)
in online mode when you do showimg+changeimgpart it also
  works for bigger images now
the playerlist is sorted again when your nickname
  is changed (it needs to be updated because the guild
  might have been changed)
red gloves will be displayed correctly again
the default keys will be set/displayed correctly; this
  was a problem in older versions because e.g. in France
  you have the A key on a different position on the keyboard;
  in France it uses now QSD as the default keys for lifting/
  sword/weapon
when you start Graal for the first time then the game
  will try to detect the local language automatically;
  because some languagexxx.txt files needed to be renamed
  you might need to change your language manually if you
  have already played
'playersays' works correctly now, but keep in mind that
  its not supported anymore, better use strequals(#c,...)
fixed a little bug with head icon transparency in 32bit
showname / ap changing doesn't delete your chat text anymore
 
==1.4==
new starting window
  It should be simpler now, when you select 2/3/4 player mode
  then you can choose the player to change by clicking on the
  little head icon right to the character selection box;
  You can also set the nickname separately for each character
  in 2/3/4 player mode;
  The account name/password thing was moved to the server list
server list window
  When you select 'One Player (online)' as game mode then
  you will see a server list window that will load a server
  list from www.graalonline.com and display it in a list;
  When you click at an entry then it will show you some
  informations about that server (language, version, homepage etc.);
  On the lower part of the server list window you see
  the edit fields for account name and password;
  click on 'Connect' to connect to the selected server;
  When you play then you can always open the server list
  window again by pressing F8 (it will refresh the list
  automatically)
password are saved separately for each account name
new option 'don't save passwords' in the options window
  (F1->General Options)
new pk tag system:
  when having less than 40 alignment points (showap) then
  you can't increase your power; when you die then you will
  get 3 hearts back when ap<20, 5 hearts when ap<40 and
  full power when you die while ap>=40;
  when you kill someone then your power will decreased
  by (yourap/20+1)*(otherap/20);
  when ap<20 then your ap will increase every 30 seconds,
  when ap<40 then every 2 minutes, ..., when >=80 then
  every 30 minutes (no 90 ap limit anymore)
There is better pk recognition:
  When you kill someone with bomb/arrows/fire/bushes then
  it will count as player-killing too
New script stuff
  * New command: changeimgvis index,drawingheight;
    changes the drawing height of a showimg image;
    possible values for 'drawingheight':
    * 0: like drawunderplayer
    * 1: like the player
    * 2: like drawoverplayer (default)
    * 4: on screen (the img will be drawn like the status bar,
        it will be drawn on the image (x,y) position);
        so you can make your own status bar thing with
        this command
  * When doing showimg with an image index not in 0..199 then
    it will only be shown local
  * setimg/setimgpart can be used instead of setgif/setgifpart
  * The 'in' operator is enhanced. You can now do things like:
    1,2 in {1,2,3,4,5} - will check if 1 AND 2 are in specified array
    x in |0,64| - is true when 0<=x<=64
    x in <0,64> - is true when 0<x<64
    You can also combine those things, e.g.
    x,y in <0,10| - is true when 0<x<=10 AND 0<y<=10
  * putexplosion2 bombpower,radius,x,y;
    for producing jolt bomb explosions (set bombpower to 3)
  * New command: setbody bodyimg;
    This is a nice command: with this you can change
    the body of the player, e.g. setbody body2.png
    (body2.png is included in v1.4, its from Antago,
    body3.png is from Loriel)
    You can also use the #8 message code to change
    the body img (setplayerprop #8,body2.png or
    setcharprop #8,body2.png);
  * npcs[index].attr and compus[index].attr can be changed
better hacking protection
explosion radius is limited to 15 (hack protection)
script command setlevel2 works with floating point values for x/y
you can lay down shields again
Because many people had problems with the music thing
  there are some things chanegd/optimized:
  * dynamic loading of mediaplayer (so when you turn
    off music support then it will not load it)
  * winamp support -> option 'use winamp for music'
==1.392==
removed bugs with caching levels on hard disk,
  this version should work better with playerworld
  servers running on different ports
when someone is invisible (hideplayer) then you still
  see his shadow and nickname
npc script enhancements:
  * functions
    Example:
    if (playerenters) {
      myfunc();
      playerdarts += 50;
    }
    function myfunc() {
      message Hello!;
      if (playerrupees<50) return;
      playerbombs += 50;
    }
    With 'function' you define a function, with
    funcname() you call it. It doesn't matter at what
    place in the script you define the function. With
    'return' you immediatelly return to one line behind the
    caller script position.
    There are no function parameters yet and you cannot
    use it in calculations. You can only call functions
    from the same script.
    With this new function thing it's much easier to
    make scripts look simplier.
  * new npc script variables: signscount, signs[index].x/.y
  * testsign(x,y)
  * callnpc index,playertouchsme; you can use this for
    calling the scripts of other npcs; calling that function
    doesn't run the npc's script immediatelly, it might take
    0.05 till the script of the other npc is actually executed
  * a function keydown(0..10) which tells you if a key is pressed
    0..3: movement, 4..6 A/S/D, 7 map, 8 tab, 9 Q, 10 P
  * you can use break, continue inside of loops to
    end a loop / continue with the next loop round
  * you can do myvar = (timeout? 5 : 3);
  * you can assign 'boolean' operation results to normal variables
    like myvar = (timeout && myflag);
    then myvar is 1 when the boolean expression 'timeout && myflag'
    is true, 0 otherwise
==1.391==
fixed a bug with transparent heads when starting Graal in 32bit
  video mode and switching to fullscreen
when sending messages to more than 50 people then the message
  will not be saved on hard disk (so it doesn't take a half minute till
  you can play again)
when viewing a profile of a player then you also see the
  kills/deaths/onlinetime that the player has in the current world;
  you only see it when the player already made a profile (pushed the
  'send' button in the profile window)
<applet> tags in PMs doesn't work anymore
 
==1.39==
completely different handling of head images, this should speed up
  Graal and drastically reduce the resources needed by the game
Profiles: In the player list click on 'profile' to change
  your own profile or right-click on a nickname and select 'profile'
  to see the profile of a player
  (Antago suggested profiles in Dec 1999)
there is a special option window for the player list: just
  click on the 'options' button in the player list; there
  is the option to turn off HTML in PMs, to ignore mass PMs
  plus two new options:
  * No images in HTML: deletes <img> tags out of PMs
  * sort player list by nickname: sorts the playerlist in alphabetically order
<script> and <object> tags in PMs doesn't work anymore
New options in the Graal->F1->More options window:
  * Ignore toalls: doesn't show 'toall:' messages anymore
  * Don't load heads for the playerlist / map: the game will
    not load the head image for the icon of a player for drawing
    it on the playerlist / map; all players will have the head
    of you except players which were in your level when they
    connected to the server (so the head needs to be loaded anyway);
    this reduces the login time / lag while the game because
    the game doesn't need to load images so often
When you type in chat text, then you can go back to
  previous messages by pressing the UP key; you can navigate
  through the last 100 chat lines by pressing UP and DOWN;
  when you edit a line or press RETURN then it will became your
  current chat line
in the editor you can 'draw' with tiles - select a single
  tile in the tiles panel, then click on the level, hold
  the left mouse button down, move around; you will paste tiles
  till you release the left mouse button
In 2/3/4 player mode: when you open the weapons list and press the key 'Delete',
  then the selected weapon of the currently 'focused' player will be deleted
  instead of the selected weapon of the first player;
  the focused player is that player who has the 'chat' icon near his status bar and
  can be changed by clicking with the mouse on the visible screen area of a player
you don't see 'failed' when warped between levels of a player world anymore
faster sending of messages to the server
removed some problems with floating point values in the npc scripts
  (e.g. 0.1+0.1+0.1-0.1-0.1-0.1 is now 0)
the M map shows a normal head for you too instead of a stretched
  player which sometimes freezed Graal
the M map is much faster (no drawing in the background anymore)
dead people are non-blocking
on the minimap PM-icons are drawn above toall-icons
the filenames for PMs on the hard disk have been changed to
  allow special characters like '\' or '/' in the account name;
  you should delete the old PMs in the pms folder if you already
  have a lot of files there, otherwise Windows could get
  problems with it
the weapon list (Q) is drawn using the function which also draws
  signs and the Continue/End window, so it works correctly
  with custom letters.gif (setletters); the background of
  the selected weapon is still blue
the weapon lists of player 3 / 4 are scrolled down too
  when it gets too big
by mouse-clicking on a weapon in the weapon list you can
  directly select a weapon without needing to navigate with the
  arrow keys
added some tiles and corrected the tile type for the
  dirty water; the futuric house tiles weren't added yet
  (must find a way to get around the 2MB-image limit)
you can directly drag image files (gif/png/mng) onto a level;
  the game will automatically generate an npc with that image
  at the mouse position
==1.38==
there is the new option 'don't connect levels' in the option
  window (Graal->F1->More options); if you enable that
  option, then you only see one level when walking through
  outside levels; this also means less data to send / receive,
  so enable that option if you have problems with lag in regions
  with many players like Graal city
fixed the warping (was a problem with empty signs)
the 'bombs' attribute of npcs works again
fixed the alignment bug with npcs (were sometimes drawn
  one pixel beside the real postition)
normal animation speed when walking diagonally
dragging a selection half out of the regular 64x64 area doesn't
  mess it up
the function to retrieve the message code doesn't
  hang on some codes like the previous version
  (e.g. when you say '#c' on the Mantara statue machine)
your horse doesn't get a bush when it eats a bomb
added caching of up to 50 toall-messages for each player;
  when a player sends several toall-messages in short time
  then you can see all of them by clicking several times
  on the toall-bubble of that player;
  this feature has been added to make future Graal extensions
  like a separate chat client possible
the new water tiles from v1.38 are now recognized as water tiles
forgot to mention: there is a new flag 'isonmap' which tells you
  if the player is currently in a level which is showed on the M map
==1.38==
jailed people can write PMs to RCs
'setnick nickname' command on the server
'warpto x y levelname' or only 'warpto x y' - commands
  for GPs on the server
when logging in with the account name as nickname
  then you get a * before your name which shows that you
  are the owner of the account, other people can't have
  have that name;
  Example: You have the account name Stefan, setting
  nick name to 'Stefan', then the server will change it
  to '*Stefan'; other people can't have the nick name
  '*Stefan'
PMs are saved on hard disk with date and time; they are
  saved to the 'pms' folder; when you click on the
  'history' button in the player list then the messages
  will be loaded from that files; when you 'ignore' someone
  then his messages will be deleted; you can also delete
  them manually if you want (delete pms/messages_accountname.txt)
you can't dupe items (rupees) anymore, because when
  you get the item then the server increases your rupee
  count (in case no one else has taken the item yet)
with pressing Ctrl+A/B/D/E/F/G/H/L/M/O/P/R/S/T/W/X/Z you
  can display an emotion icon, the icons for brb (B),
  afk (A), zZ (Z) will be displayed till you move;
  the emotion icons were made by Ibonic, MrHack and Linkson
a gif2mng converter for command line use;
  do 'gif2mng filename.gif', it will create an 8bit png
  or mng (=png animation); the mngs are not optimized yet,
  so they will be bigger than gif animations, but we are
  working on it
better support for mng files
New npc script commands/functions:
  * onwater(x,y) - tells you if (x,y) is water
  * testcompu(x,y), testplayer(x,y), testnpc(x,y), testitem(x,y),
    testbomb(x,y), testexplo(x,y), testhorse(x,y) tests if there is
    and object on (x,y) and gives you the index of that object
    in the object list, otherwise it returns -1 (except testplayer:
    returns -2 because -1 means the current npc character);
    Example:
      i = testbomb(x,y);
      if (i>=0) explodebomb i;
  * you can do 'if (myvar in {1,2,3})' or 'if (array1==array2)'
  * changeimgpart index,x,y,width,height - changes the
    visible part of a 'showimg' image; it will be reset
    to the whole image when calling showimg again
  * you can access npcs[index].<attributename> variables (read/write):
    x,y,width,height(fields not pixels),rupees,darts,bombs,
    hearts,timeout,glovepower,swordpower,shieldpower,hurtdx,
    hurtdy,id,save[],dir,sprite,ap
  * new command 'hitnpc index,halfhearts,fromx,fromy'
  * setlevel2 levelname,x,y
  * some calculations of variables and boolean expressions are
    optimized/precalculated, like '1==1' will be converted to
    'true'
  * the 'Test' button gives you more error messages when
    you type variable names wrong
'only' 1024 explosions will be displayed
new color 'transparent'
you can change the keys by editing graalconfig.txt, there
  can be 3 different keys for each action, each key can only
  be used one time; only some keys can be used:
  A-Z,0-9,Tab,Enter,Shift,Space,P_Up (page up),P_Down (page down),
  Up,Left,Down,Right,N0-N9 (numpad 0-9),Add,Sub,Mul,Div,Dec
  (numpad +,-,*,/,.), F9-F15;
  in future Graal versions there will be a special window where
  you can change the keys and the joystick buttons
when you lay your shield down then other people can see
  that you don't have a shield anymore
the M map is displayed in the vertical middle of the screen
  when it is smaller than the screen
better level linking when walking on outside levels (no
  invisible walls)
the F6 debugger shows bombscount, npcscount etc.
when opening the maximized editor then the scrollbars will
  be resized correctly
empty lines at the end of signs will automatically be deleted
In the editor: when moving the mouse then in the status bar
  you see the mouse posiiton and the tile under the mouse
In the editor: when double-clicking then the tile under the mouse
  will be made to the background tile (like when double-clicking
  in the tiles panel)
in the starting window: the languages in the languages combo box
  are sorted alphabetically
when pressing F5 in the online mode and loading a non-
  existing level then the game shows an error message and closes
  instead of letting you play the level that you was in
you can lift an npc that is carried by another player
when you eat a bush with the horse then you will only get a the
  bush count increased when you have finished eating
the flags 'gotbow','gotsword' etc. aren't supported anymore
in the offline mode the baddies doesn't follow you to other levels
  anymore
in the npc script window the font name is now 'courier new'
when pressing 'Test' in the npc script window then it doesn't
  jump back to the beginning of the script
in the online mode other people doesn't look like
  they are jumping randomly around when going to another level
using the sword on an npc / calling the hitplayer command doesn't
  change the timeout variable of the npc, the sprite will only be
  set to 39 if hearts>0, the hearts will only be decreased if
  the sprite is not 39 or 40
the editor doesn't produce errors when you drag a selection
  outside the regular 64x64 area
some new tiles in pics1.png
a lot more (little bug fixes)
==1.371==
only for GPs: the remotecontrol has been updated,
  you can write PMs / toalls, players can see you in the
  player list with a (RC) guild tag
fixed the hide/show command for 'showcharacter' npcs
fixed a problem with invisible bodies when changing the window
  mode
the npc baddies are more intelligent when hunting the player
when moving the mouse over the minimap then the
  nicknames (displayed in a yellow hint window) doesn't
  hide the toalls anymore
in the debugger 'else if' is displayed correctly (green)
when pressing F6 in fullscreen then the debugger will be
  resized to screen size
with Alt+8/Alt+9 you can zoom in/out; this is only
  a feature just for fun
when a gif image doesn't have a transparent color, then
  black is taken as transparent color again; I have only
  re-added for compability with older levels;
  pngs are still only drawn transparent when a transparent
  color is specified (the first color index with full transparency)
==1.37==
many small bug fixes and improvements (e.g. support for
  non-transparent pngs, support for 4bit-pngs with odd width,
  the tiles list is resized to the window size,
  when using the sword while riding on a horse then the
  horse is animated instead of looking like standing still)
no crash when editing an npc which has an 'if ()' in the
  script (empty boolean expression)
throwing tons of bombs doesn't crash the game anymore
  (it crashed when two of your bombs were flying at the same
  time)
the sound effects system has been changed: the sound effects
  are played with different volumes depending on the distance to
  the player
the script command 'showimg' works for normal npcs too;
  but only the current player can see it
new npc commands:
  * carryobject - carries an object, only works for 'showcharacter' npcs;
    see commands.rtf for a complete list of possible object names
  * throwcarry - throws the object
  * playlooped - plays a wav file looped
  * stopsound - stops playing a (looped) wav file
message codes can finally use ALL variables, so it's now
  possible to do message #v(rupees) #v(this.myvar);
when doing setarray on a variable which is already an array
  variable, then the array will only be resized and the previous content
  copied to the new array
you can initialize arrays by doing 'myarr = {var1,var2,..,varN};'
there are now built-in flags 'true' and 'false'
with 'hasweapon(weaponname)' you can check if the player has
  a special weapon
when you get a fullheart then the flag 'gotheart_currentlevelname'
  is set; so you don't need to set such a flag manually in your npc scripts
==1.36==
the server can now hold up to 28000 players instead of 220
you can limit the lenght of nicknames in the option window
  (Graal->F1->More options)
fixed a bomb-dropping bug
there is no error message anymore when there is no sound card
the TWebBrowser class (for HTML PMs) is loaded dynamically,
  so people who don't have Internet Explorer can PM again
when you select a player in the player list then you see his
  nickname displayed on the M map
in the editor you cannot select fields which are outside the level anymore
when you press F4 while the debugger frame is open then the game
  doesn't crash when you press F6 again
showtimer works for 'showcharacter' npcs too; the amount of money
  is shown over the npc's head when it got some
there are a lot of new variables and script functions that let you access
  objects in the current level; the variables can only be read, not changed;
  if you think changing the variables would be good for some effects then
  let me know which variables you want to access (bomber@graalonline.com);
  here a short list of the new stuff (for more read npcprogramming.doc):
    bombs[index].x/y/power/time
    arrows[index].x/y/dir/dx/dy/type/from
    items[index].x/y/type/time
    explos[index].x/y/power/time/dir
    horses[index].x/y/dir/bushes/bombs/bombpower/type
    removebomb index;
    removearrow index;
    removeitem index;
    removeexplo index;
    removehorse index;
    explodebomb index;
    reflectarrow index;
    takehorse index;
    take2 index;
    lay2 itemname,x,y;
    takeplayerhorse;
  In future Graal versions there will be also ways to access the attributes
  of other npcs
the script editor shows an error message when a command
  gets too many parameters
message codes can be used with the setstring command and inside
  #s()/#v() codes; here a little example:
    i = 3;
    setstring testvar#v(i)yeah, 5;
    j = strtofloat(#s(testvar#v(i)yeah));
  You get j=3. You see that you can simulate arrays of
  string variables by appending a number to the string variable.
  A second example:
    var3 = 7;
    k = strtofloat(#v(var#v(i)));
  You get k=7. That way you can access nomal variables like they
  were array variables, although it might be a lot slower than
  accessing normal arrays.
you can use message codes for filenames; you already could
  do that in previous versions, but now the editor doesn't check for
  the file when the filename contains a # (and doesn't show an
  error message when the file doesn't exist)
==1.35==
removed the screenshot-bug (Alt+2)
you can drag text files onto the editor again (to place npcs);
  it crashed Graal in v1.34
you can have two characters with the same head image in headsconfig.txt
the server startup message is only displayed once; it's saved to
  servermessage.rtf
you can see toalls when in pause mode
PMs are now displayed with HTML; links are automatically added
  when you write 'www...';
  if you have problems with this new feature, then you can turn
  HTML off in the options window (Graal->F1->More Options)
the default joystick selection for player 2/3/4 is '(none)'
==1.341==
the player list works similar to v1.33 again; there is now a special
  'buddy' part in the player list; to move players to that section right-click
  on a name and click on 'buddy'; the account names of the buddies are
  saved in the file buddyaccounts.txt in the Graal folder
when you are hit by a healing sword or similar 'hurting' device then your horse
  doesn't loose power (bushes)
you can use message codes when doing setplayerprop #Cx and
  setcharprop #Cx
when sending player positions the x/y positions will be rounded
  instead of truncated; this solves some problems in sparring fights where
  players coming from down/right cannot hurt other players easier anymore
super bombs will be displayed correctly when carried
in the editor you can press 'M' to make a map of the current bigmap levels
if you carry a player in the two-player mode then he doesn't disappear
  when an npc does 'hideplayer' on you
removed a little memory leak that has to do with npc scripts (else statement)
modal message windows (e.g. error windows) doesn't disappear behind the
  main Graal window when you switch between tasks
when pressing D when riding on horse then the script event 'firedonhorse'
  is fired
==1.34==
the debugger (F6) works now; you can select npcs and set break points
  by clicking left to a command in the list; the debugger is disabled in
  online mode
new npc commands: showlocal, hidelocal, dontblocklocal, blockagainlocal
when saving screenshots with Alt+2 then the image format PNG is
  used, that means: 24bit, loss-less, better compression than GIF
in 2/3/4 player mode you can now change the focused player by clicking
  on the players view rectangle; if the player is focused, then you see a little
  'CHAT' right to the D icon; when you type in text, then it will be displayed
  over the focused player.
sound effects are now limited to only one sound effect of the same type
  in the same frame; so when 100 bombs explode at the same moment, then
  you only hear 1 sound effect; max 8 sound effects are played at the same time;
  that mass-sfxs messed up many computers.
midis only loop when they are longer than 10 seconds; actually this should
  solve some problems with sound cards which doesn't play the file but
  producing a loop event which then freeze the game
when you hit someone who is on a horse then his horse looses 1 energy
  point (1 bush); when it only has 0, then the player will be pushed away
  from the horse; so you need to eat more bushes to keep your horse fast and
  healthy
when you ignore players in the player list then the account name will be saved
  into ignoredaccounts.txt; when you restart Graal then the other player is
  still ignored
when someone ignores your messages then his name turns red in the player list
you can push/pull npcs which use the showcharacter thing
you can only pull npcs which did the canbepulled command (instead of canbepushed)
there is a new script flag 'isweapon' which is true when the npc is an npc weapon
in offline mode there can ride two players on the same horse; the horse must have
  5 bushes to be able to carry two players; I plan to enable that feature in the online mode
  if you like it
removed a big bug that had to do with loading images from the server
==1.331==
fixed problems with the script command 'destroy'
removed the old 'seteffect' command
less memory use (png buffers are freed)
removed a memory leak caused by explosions
when message windows are minimized then new message
  windows will not automatically be minimized 
when other players are carrying an exploding bomb
  then it will be displayed correctly
collision detection for flying objects (bushes etc.) uses
  the right y-coordinate of the object
in 2/3/4-player mode: when throwing another player into
  water then he doesn't disappear
npc characters can swim
==1.33==
the player list (F7) has now 4 sections (GPs,Guild,Normal,Ignore)
there is a history button in the message window and player list
  popup menu; it shows the last 50 messages received from/sent to
  the other player; the messages will not be saved on hard disk yet
added PNG support, but only for 16 color /256 color palette images;
  no support for alpha channel and interlaced images
removed many memory leaks / ressource leaks
removed a bug that disconnected the client often at startup
==1.324==
added an option to handle DINPUT.DLL problems (see DINPUTDLLbug.txt for more)
reconnect works better
==1.323==
when you unpause then the server start message window will automatically
  be closed
objects (extras, bombs, etc.) will only be displayed in the right level,
  not in the nearby levels too
==1.322==
the npc command 'putnpc' doesn't crash the game anymore
npcs will only be displayed in their levels
custom letter.gifs look correctly now
sending PMs doesn't cause problems
while sending PMs the server will not diconnect you for no movement
==1.32==
in no-playerkilling levels you can walk through unpaused players
Alt+1 works correctly without drawing npcs from other levels onto the
  screenshot
removed a bug with the backtile (in the editor); when you specify a backtile
  and press 'New' then a level will be created which has that backtile as background
npc weapons cannot do 'hide' anymore (caused a freezing bug with the Q window)
you cannot cheat by editing bigmap.txt anymore
when you double-click on the Graal window then the game goes to fullscreen
in the options window (Graal->F1->More options) you will find the new
  option 'Ignore mass messages'
when reading signs you can scroll back by pressing 'up'
in the npc script window: when a command has more than one parameter
  and one of that parameters is wrong, then the right paramter will be highlighted
you can directly drop an npc script onto the editor: to test it make a text file with
  the content 'if (playerenters) setgif brother1.gif'; drop it from the windows explorer
  onto a level in the editor and you will see a new npc
in the offline mode there is a new start level that explains how to use the controls
the server sends a 'message of the day' when you login
the function 'strcontains' doesn't care about capitalization anymore
F6 doesn't work on the graalonline.com server anymore
when resizing the editor then npcs on the right side of the screen will be displayed

Revision as of 23:53, 30 January 2010