
05-24-2005, 02:20 AM
|
|
Graal Administration
|
Join Date: Jan 2000
Location: Admins
Posts: 11,693
|
|
New scripting engine fixes
|
Today a new npcserver has been uploaded which fixes several things. Restart it to update it to the latest version:
- player.triggerclient(weaponscript [,params]) has been added, works like triggeraction(0,0,"clientside",params)
- object.trigger("action",params) is also accepting single parameters (was only accepting parameters before if there were at least 2 of them)
- when a script is run for a player (e.g. if you player.join("myclass")) then the current player is correctly set and functions like setlevel2 should work correctly
- npc.save[] can correctly be accessed on clientside
- if a variable is not an array (size()==0) then you can access the content of the variable also with "var[0]", which is the same like using "var" then; this is for compatibility with old Graal script.
- in compound statements like "if (var) { this.test = 1; drawunderplayer}" it is now accepting old style graal commands (e.g. drawunderplayer) without semicolon if it's used directly before the closing bracket }. This is for compatibility with old Graal script.
- arrays like npcs[] and players[] can now be assigned to normal variables (still using a link to the originial array so no speed problems), like
e = level.npcs;
echo("npc count: " @ e.size());
- assigning a sub array to the array variable is not crashing the npcserver anymore, so you can do stuff like this now:
this.arr = {{1,2},3,4};
this.arr = this.arr[0]; |
|
|
|