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Messages - Thor

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Classic Main Forum / Re: Share your screenshots! :D
« on: April 13, 2021, 11:40:32 AM »
Huh huh Zojo said hardon.

Hello and Goodbyes / Re: Hey Thor do you have an old backup of Classic?
« on: October 19, 2020, 11:29:29 AM »
How recent is this? I was hoping to get him something closer to the end of Classic pre NPC server.

There are backups of 2004 floating about but the ability to play them offline is somewhat limited. I think some of the guys on the NBK Discord channel are hosting an online version of 2004 as well.

Hello and Goodbyes / Re: I feel old.
« on: August 20, 2020, 01:54:31 PM »
Some still frequent NBK's Discord channel.

Hello and Goodbyes / Re: hey men and women
« on: October 28, 2019, 01:13:05 PM »
What about the other million genders?

General Graal Discussion / Re: How to Access Graal The Adventure
« on: November 08, 2018, 02:16:02 AM »
I tried this, but when I typed in "adv," it said "Only staff can connect to this server". Is there another way to access it?

Not anymore.

GTA no longer exists.

Hello and Goodbyes / Re: yooo!
« on: December 24, 2017, 07:49:34 AM »
2004 GtA is on Graal Reborn:

An offline pack of Classic from 2000 can be downloaded here as well:

7zip (12MB)


Zip (18MB)

Export the files to a new folder, then run Graal.exe. Proceed with the "One Player" option, then press F1/F2 to load game. There's a file called start.gsave which brings you to the proper start level.

Included is also a file called guide.txt which contains a Quest/Item guide from Gamefaqs.


Unfortunately Graal is owned by Scumbag Stephane Portha.

Non Graal Related / Re: Project GrailWay
« on: December 06, 2017, 01:19:33 PM »
You're too pure for Graal

You mean not scumbag enough.

Classic Main Forum / Re: Classic Shut Down, Thor Banned?
« on: September 05, 2017, 12:34:56 PM »
Following 2 months and 1 week Unixmad is proving once again that he is a disgrace and cannot be trusted.

Classic Main Forum / Re: How did you accomplish the rising water?
« on: August 20, 2017, 06:19:28 AM »
Code: [Select]
function onPlayerEnters() {
  if (client.waterfilled = true) {

Using a single = will always treat the conditional as TRUE, it should be ==. Better yet if you're storing boolean values (true/false or 1/0) you can just do:

Code: [Select]
function onPlayerEnters() {
  if (client.waterfilled) {


Code: [Select]
function onPlayerEnters() {
  if (!client.waterfilled) {


Rather than use a timeout I use scheduleEvent(), which can be cancelled with cancelEvents("action").

Code: [Select]

function onFillWater() {
  //blah blah
  this.scheduleEvent(0.2, "FillWater");

function onDrainWater() {
  //blah blah
  this.scheduleEvent(0.2, "DrainWater");

function stopFill() {
  //blah blah

function stopDrain() {
  //blah blah

General Graal Discussion / Re: Can I be Admin?
« on: August 20, 2017, 02:59:27 AM »
Most "can i b admin"s aren't a big deal. But occasionally you get someone who spends hours/days/weeks/months begging for it non stop.

Classic Main Forum / Re: How did you accomplish the rising water?
« on: August 18, 2017, 01:30:31 PM »
Seems awkward to post about this here unless it's specific to Classic.

I posted a reply at

Classic Main Forum / Re: How did you accomplish the rising water?
« on: August 15, 2017, 06:12:23 PM »
After testing your script visually it only works for square shapes. How would I go about doing other shapes? Like a rectangle? Maybe I am not understanding this script, but it seems very limited.

All this code does is handle the drawing of the polygon based on the water-filled area compared with the total flood-able area, but it can and does work for rectangular areas too, rectangles just require specific math to increment the filled area as the filled width and height would not increment evenly.

When raising the water I increment the areas like so:

Code: [Select]
  temp.w = this.waterWidth - (this.boundaryWidth * 2);
  temp.h = this.waterHeight - (this.boundaryWidth * 2);
  temp.xIncrease = 50;
  temp.yIncrease = 50;

  if (this.boundaryWidth > 0) {

    if (this.waterWidth - this.filledWidth <= this.boundaryWidth * 2) {
      temp.w = this.boundaryWidth;
      temp.xIncrease /= 2;

    if (this.waterHeight - this.filledHeight <= this.boundaryWidth * 2) {
      temp.h = this.boundaryWidth;
      temp.yIncrease /= 2;

  temp.xIncrease = (temp.w / temp.xIncrease);
  temp.yIncrease = (temp.h / temp.yIncrease);
  this.filledWidth = min(this.waterWidth, this.filledWidth + temp.xIncrease);
  this.filledHeight = min(this.waterHeight, this.filledHeight + temp.yIncrease);

(Boundary width would be the walled area on the outermost tiles of a fill area, where I have the water raise more slowly)

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