* Death Ray does not use SDI on OSI
By utilizing SDI on deathray you create a very overpowered Mastery Skill. OSI does not calculate SDI into the skill they only use Magery and Eval and Mastery level.
* update: fix Deathray
It looks like the code was missing an else-if statement. The current servuo code will always set the duration to 30 if the skill is greater than or equal to 120, and then set it to 60 if the skill is greater than or equal to 100, and THEN set it to 90 if 60 regardless of whether the duration has already been set to 30. This will properly set the timer.
* ScrollBinderExploitFix
- If you add two 1.0 scrolls of transcendence to a scroll binder it will correctly delete the first one but when you target the other one it will create a new 2.0 SOT while leaving the last 1.0 SOT. This can allow users to "dupe" these scrolls. It only happens when you hit 2.0 exactly in a scroll binding deed.
- This small edit resolves the exploit.
* Update ScrollBinderDeed.cs
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Co-authored-by: Daniel Knight <knight.daniel.r@gmail.com>
* Added Support for Flags Enums in Properties
Now it is possible to edit the single flags of properties as long as they have the FlagsAttribute and are Enum based
* Added unsigned support and injection of default flag options
- all unsigned types are supported now as well
- added the ability per injection into the value and name arrays to set all flags to off or on
Method public static void ApplyAttributesTo(Item item, int attributeCount, int min, int max)
using a FishingPole create an infinite loop because this method was missing :
public static void ApplyAttributesTo(FishingPole pole, int attributeCount, int min, int max)
* Ranger Equipment fix, Additem delete
- add parameter with default value to AddItem
- On Conflict, still log conflict, but delete the conflicting Item by default
- Delete the base boots of Rangers befor adding the new boots
* Updated Mobile Scripts
- went through all scripts to update them to SetWearable
- reverted change to AddItem
* Update to SetWearable
- last item being set will be worn (if no override to OnEquip returns false
- delete the item on the layer that is the same as the new item (if existend)
- used ifs to cap item.Movable, therefor no need to call to Random if <= 0 or >= 1
* Update base InitOutFit
- replaced the Additem for Backpack with SetWearable, Movable is getting set this way too
- altered the other SetWearable calls, to allow the items to be moved / dropped (as they should normally)
* Null reference sanity check.
Co-authored-by: Voxpire <admin@vita-nex.com>
if ((item.LastMoved + InventoryDecayTime) <= DateTime.UtcNow) { item.Delete(); }
The problem is in some rare situations someone may only be selling items to a vendor, never using the buy option. Especially if this vendor is in the middle of nowhere it adds to item count unnecessarily. Some users have reported finding hundreds of thousands of items on an NPC, probably due to people macroing crafting skills.
This simply adds another check that also triggers every time someone goes to sell items.
All of this was taken from my TrueUO git.
History = https://github.com/TrueUO/TrueUO/commits/master/Scripts/Mobiles/NPCs/Mannequin
Fixes
1. Exploit where anyone can choose the Switch Clothes option, stealing anything on a Mannequin.
2. If you have a trade menu open and click on Switch Clothes, it ejects those items to 0,0,0 on that map.
3. Various crashes when comparing items to other items in slot.
4. Medable items when comparing never worked.
* Move game asset factories in to Assets directory.
* * Core
+ Improved file sharing capability.
~ A running client and shard can now share an install location)
* Assets
+ Thread safety for image loading.
+ Improved detection for UOP or MUL support. (prioritize UOP)
+ Always load and convert raw image data from 16bpp to 32bpp.
~ This change is aimed at improving cross-platform support.
- https://github.com/TrueUO/TrueUO/pull/579
- Fixes issues with items dropping on the ground when trading
- Fixes issue where you could get items to go over intended item count in chests.
- Safely removed depreciated quests.
- Fixed an exploit where AutoLoot own corpse should only auto loot items that were in there when killed. (prevents people from dropping items in a corpse to get them auto looted)
- Animals with instruments will no longer drop them to the world OnDrop OnRelease.
- Fixed a crash with the City Election system when it has multiple people running.
- Adds missing items to Huntmaster Reward gump
- Fixes an access issue with the Jewelry box, when turning pages.
- Travesty Mirror Images will no longer turn players criminal.
- Fixes an exploit where items could be used inside of mail boxes, even without the correct access
- Fixes issue FermentationBarrel.cs
- Fixes issues with Fellowship Medallion
- Fixes issue where players could use the Primevil Lich champion spawn to get into the Abyss, without the quest.