Creation/Dev/GScript2

From Graal Bible
Revision as of 11:56, 6 February 2005 by Evil (talk | contribs) (→‎Ganis)

GScript 2 is the new scripting engine for Graal

Old Script Compatibility

Removed functionality

  • toinventory
  • followplayer
  • playersays()
  • setbackpal

Supported old scripting commands & their mapping to new script

addstring oldstring, oldstring;
addstring(string,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);
removeitem 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.

  1. c = "hello"

is actually doing
player.chat = "hello"

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

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.


Old Script Compatibility

Operators

Addition                  a + b
Substraction              a - b
Mulitplication            a * b
Division                  a / b
Modulus                   a % b
Power                     a ^ b
String Concationation     a @ 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,...}
Array-Constructor         {a,b,...}
Empty Array               new [count]
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
String Append             a @= b

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:

 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.

Standard Object Functions

obj.name obj.type() - gets the type of the var (float 0, string 1, object 2, array 3) obj.length() - string length obj.trim() obj.tokenize([delimiters]) obj.charat(pos) obj.pos(substring) obj.beginswith(string) obj.endson(string) obj.substring(index[,length]) obj.size() - array length obj.index(obj2) - position of obj2 in the array obj.clear() obj.add(obj2) obj.delete(index) obj.remove(obj2) obj.replace(index,obj2) obj.insert(index,obj2) obj.getvarnames() - list of the object attributes obj.geteditvarnames() obj.loadstring(filename) obj.loadlines(filename) obj.loadvars(filename) obj.savestring(filename,mode) obj.savelines(filename,mode) obj.savevars(filename,mode)

NPCs

npc.actionplayer - integer, read only npc.ani - object, read only npc.anistep - integer, read only npc.ap - integer npc.attr - array npc.attached - boolean, read only npc.attachid - integer, read only npc.attachtype - integer, read only npc.body - object npc.bodyimg - string npc.bombs - integer npc.chat - string npc.colors - array npc.darts - integer npc.dir - integer npc.glovepower - integer npc.gralats - integer npc.head - object npc.headimg - string npc.headset - integer npc.hearts - floating point value, better use npc.hp npc.height - floating point value, read only npc.horseimg - string npc.hp - floating point value npc.hurtdx - floating point value npc.hurtdy - floating point value npc.id - integer, read only npc.isfemale - boolean, read only npc.ismale - boolean, read only npc.isweapon - boolean, read only npc.layer - integer npc.mp - integer npc.nick - string npc.peltwithnpc - boolean, read only npc.peltwithbush - boolean, read only npc.peltwithsign - boolean, read only npc.peltwithvase - boolean, read only npc.peltwithstone - boolean, read only npc.peltwithblackstone - boolean, read only npc.rupees - integer, better use npc.gralats npc.shield - object npc.shieldimg - string npc.shieldpower - integer npc.sprite - integer npc.sword - object npc.swordimg - string npc.swordpower - integer npc.timeout - floating point value npc.visible - boolean npc.width - floating point value, read only npc.x - floating point value npc.y - floating point value npc.z - floating point value

npc.blockagain() npc.blockagainlocal() npc.canbecarried() npc.cannotbecarried() npc.canbepushed() npc.cannotbepushed() npc.canbepulled() npc.cannotbepulled() npc.carryobject(name) npc.catchevent(object name,event,function) npc.changeimgcolors(index,red,green,blue,alpha) npc.changeimgmode(index,mode) npc.changeimgpart(index,x,y,width,height) npc.changeimgvis(index,layer) npc.changeimgzoom(index,zoom factor) npc.destroy() npc.dontblock() npc.dontblocklocal() npc.drawaslight() npc.drawoverplayer() npc.drawunderplayer() npc.getimageforsprite(sprite) - returns image npc.getsprite(string) - returns sprite npc.getspriteforspritepos(spritepos) - returns sprite npc.hide() npc.hidelocal() npc.hideimg(index) npc.hideimgs(startindex,endindex) npc.hurt(power) npc.ignoreevent(object name,event) npc.ignoreevents(object name) npc.lay(item name) npc.message(text) npc.move(delta x,delta y,time,options) npc.setbow(image name) npc.setcharani(ani name,parameters) npc.setchargender("male" or "female") npc.setcoloreffect(red,green,blue,alpha) npc.seteffectmode(mode) npc.setimg(image name) npc.setimgpart(image name,x,y,width,height) npc.setshape(type,pixelwidth,pixelheight) npc.setshape2(tilewidth,tileheight,tilearray) npc.setzoomeffect(zoom factor) npc.shootarrow(direction) npc.shootball() npc.shootfireball(direction) npc.shootfireblast(direction) npc.shootnuke(direction) npc.show() npc.showani(index,x,y,direction,ani name,parameters) npc.showani2(index,x,y,z,direction,ani name,parameters) npc.showcharacter() npc.showimg(index,image name,x,y) npc.showimg2(index,image name,x,y,z) npc.showlocal() npc.showpoly(index,array) npc.showpoly2(index,array) npc.showtext(index,x,y,font,style,text) npc.showtext2(index,x,y,z,font,style,text) npc.take(item name) npc.take2(item index) npc.takehorse(horse index) npc.throwcarry() npc.timereverywhere() npc.timershow() npc.toweapons(weapon name)


Players

player.account - string, read only
player.ani - object, read only
player.anistep - integer, read only
player.ap - integer
player.attached - boolean, read only
player.attachid - integer, read only
player.attachtype - integer, read only
player.attr - array
player.body - object
player.bodyimg - string
player.bombs - integer
player.chat - string
player.colors - array
player.darts - integer
player.dir - integer
player.freezetime - floating point value, only valid for local players
player.fullhearts - integer, read only, better use player.maxhp
player.glovepower - integer
player.gralats - integer
player.head - object
player.headimg - string
player.headset - integer
player.hearts - floating point value, only editable for local players, better use player.hp
player.horseimg - string, only editable for local players
player.hp - floating point value, only editable for local players
player.hurt - boolean, read only, only valid for local players
player.hurtdx - floating point value, read only, only valid for local players
player.hurtdy - floating point value, read only, only valid for local players
player.hurted - boolean, read only, only valid for local players, better use player.hurt
player.hurtpower - floating point value, read only, only valid for local players
player.id - integer, read only
player.isfemale - boolean, read only
player.ismale - boolean, read only
player.letters - object, only valid for local players
player.level - object, read only
player.map - boolean, only valid for local players
player.maxhp - integer, read only
player.mp - integer
player.nick - string, read only for local players
player.onhorse - boolean, read only, only valid for local players
player.online - boolean, read only, only valid for local players
player.paused - boolean, read only, only valid for local players
player.reading - boolean, read only, only valid for local players
player.rupees - integer, better use player.gralats
player.shield - object
player.shieldimg - string
player.shieldpower - integer, read only
player.sprite - integer
player.swimming - boolean, read only, only valid for local players
player.sword - object
player.swordimg - string
player.swordpower - integer, read only
player.weapon - object, read only, only valid for local players
player.weapons - array, read only, only valid for local players
player.x - floating point value
player.y - floating point value
player.z - floating point value

player.getimageforsprite(sprite) - returns object
player.getsprite(string) - returns object
player.getspriteforspritepos(spritepos) - returns object

Levels

Ganis

e.g. player.ani
ani.name
ani.sprites[]
ani.steps[]
ani.continuous
ani.singledirection
ani.looping
ani.ismovie
ani.setbackto
ani.ganitype
ani.getsprite(id)
ani.addsprite(id) returns the added sprite
ani.deletesprite(id)
ani.addstep()
ani.insertstep(index)
ani.deletestep(index)

sprites:
sprite.spriteindex
sprite.image
sprite.imagetype
sprite.x
sprite.y
sprite.width
sprite.height
sprite.red
sprite.green
sprite.blue
sprite.alpha
sprite.zoom
sprite.mode
sprite.surface
sprite.attachments[]
sprite.addattachment()
sprite.insertattachment(index)
sprite.deleteattachment(index)

attachment:
attachment.sprite
attachment.dx
attachment.dy
attachment.behind

step:
step.spritespos[][]
step.sounds[]
step.delay
step.addpos(dir)
step.insertpos(dir,index)
step.deletepos(dir,index)

spritepos:
spritepos.sprite
spritepos.param
spritepos.attr
spritepos.dx
spritepos.dy

sound:
sound.sound
sound.dx
sound.dy
sound.delay

also the gani owners (players, npcs) have those functions:
getimageforsprite(sprite)
getsprite(string)
getspriteforspritepos(spritepos)

Standard functions

format(format,parameters,...) - formats a "%s %d" string, inserts the parameters, and returns a string int(a) abs(a) random(rangestart,rangeend) sin(a) cos(a) arctan(a) exp(a) log(base,a) min(a,b) max(a,b) getangle(delta x,delta y) getdir(delta x,delta y) vecx(direction) vecy(direction)

Standard variables

GUI

GUI controls

GUI events

All controls: onAdd() when added to the parent onRemove() when removed from the parent onWake() when activated onSleep() when deactivated onResize(w,h) onMove(x,y) onMouseEnter(modifier,x,y,clickcount) onMouseLeave(modifier,x,y,clickcount) onMouseDown(modifier,x,y,clickcount) onMouseUp(modifier,x,y,clickcount) onMouseDragged(modifier,x,y,clickcount) onMouseMove(modifier,x,y,clickcount) onRightMouseDown(modifier,x,y,clickcount) onRightMouseUp(modifier,x,y,clickcount) onRightMouseDragged(modifier,x,y,clickcount) onMouseWheelUp(modifier,x,y,clickcount) onMouseWheelDown(modifier,x,y,clickcount) onKeyDown(keycode,string) onKeyUp(keycode,string) onKeyRepeat(keycode,string)

GuiMLTextCtrl: onResize(w,h) when reflowing onURL(url) when clicked on url

GuiTextEditCtrl: onTabComplete() onAction(text) when return key pressed

GuiTextListCtrl: onSelect(id,text) when row selected onDblClick(id) when double-click on row or return key pressed onDeleteKey(id) when delete key pressed onIconResized(w,h) when setIconSize() called onOpenMenu(0,index,text) when an item was right-clicked

GuiPopUpMenuCtrl: onSelect(id,text) when menu option choosen onCancel() when menu is closed without action onOpenMenu(0,index,text) when an item was right-clicked

GuiMenuBar: onMenuSelect(menuid,menutext) onMenuItemSelect(menuid,menutext,itemid,itemtext)

GuiTreeViewCtrl: onSelect(id,rightmouse) when row selected onUnselect(id) when row de-selected onInspect(id) when clicked on the name of an item onOpenMenu(0,index,text) when an item was right-clicked onContextMenu("x y",id) when clicked with right-mouse key on row