uox3/source/cPlayerAction.cpp

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#include "uox3.h"
#include "weight.h"
#include "combat.h"
#include "cRaces.h"
#include "skills.h"
#include "cMagic.h"
#include "CJSMapping.h"
#include "mapstuff.h"
#include "cScript.h"
#include "cEffects.h"
#include "CPacketSend.h"
#include "classes.h"
#include "regions.h"
#include "books.h"
#include "magic.h"
#include "townregion.h"
#include "CGump.h"
#include "cGuild.h"
#include "ssection.h"
#include "cServerDefinitions.h"
#include "cSkillClass.h"
#include "Dictionary.h"
2022-06-09 08:02:49 -04:00
using namespace std::string_literals;
void SendTradeStatus( CItem *cont1, CItem *cont2 );
CItem * StartTrade( CSocket *mSock, CChar *i );
bool CheckItemRange( CChar *mChar, CItem *i );
void DoHouseTarget( CSocket *mSock, UI16 houseEntry );
2004-08-27 07:07:32 +00:00
void SocketMapChange( CSocket *sock, CChar *charMoving, CItem *gate );
void BuildGumpFromScripts( CSocket *s, UI16 m );
void PlankStuff( CSocket *s, CItem *p );
CBoatObj * GetBoat( CSocket *s );
void ModelBoat( CSocket *s, CBoatObj *i );
//o------------------------------------------------------------------------------------------------o
//| Function - Bounce()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Bounce items back from where they came
//o------------------------------------------------------------------------------------------------o
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
void Bounce( CSocket *bouncer, CItem *bouncing, UI08 mode = 5 )
{
if( bouncer == nullptr || !ValidateObject( bouncing ))
return;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
CPBounce bounce( mode );
PickupLocations from = bouncer->PickupSpot();
SERIAL spot = bouncer->PickupSerial();
switch( from )
{
default:
case PL_NOWHERE: break;
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
case PL_GROUND:
{
SI16 x = bouncer->PickupX();
SI16 y = bouncer->PickupY();
SI08 z = bouncer->PickupZ();
bouncing->SetLocation( x, y, z );
//If item bounces out of range, bounce it to character's feet instead
if( !ObjInRange( bouncer, bouncing, DIST_INRANGE ))
{
x = bouncer->CurrcharObj()->GetX();
y = bouncer->CurrcharObj()->GetY();
z = bouncer->CurrcharObj()->GetZ();
bouncing->SetLocation( x, y, z );
}
break;
}
case PL_OWNPACK:
case PL_OTHERPACK:
case PL_PAPERDOLL:
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
bouncing->SetContSerial( spot );
break;
}
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
bouncing->SetHeldOnCursor( false );
bouncing->Dirty( UT_UPDATE );
bouncer->Send( &bounce );
bouncer->PickupSpot( PL_NOWHERE );
2021-06-12 07:30:23 -04:00
bouncer->SetCursorItem( nullptr );
}
//o------------------------------------------------------------------------------------------------o
//| Function - PickupBounce()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Bounce items back if pickup is illegal. Doesn't require updating item.
//o------------------------------------------------------------------------------------------------o
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
void PickupBounce( CSocket *bouncer, UI08 mode = 0 )
{
2021-06-12 07:30:23 -04:00
if( bouncer == nullptr )
return;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
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CPBounce bounce( mode );
bouncer->Send( &bounce );
bouncer->PickupSpot( PL_NOWHERE );
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bouncer->SetCursorItem( nullptr );
}
//o------------------------------------------------------------------------------------------------o
//| Function - DoStacking()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 8/14/01
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Searches pack for pileable items that match the item being
//| dropped into said pack (only if it's pileable), if found
//| ensures the amount won't go over 65535 (the limit how large
//| an item can stack) then stacks it. If the item is not stackable
//| or it cannot stack the item with a pile and have an amount that
//| is <= 65355 then it creates a new pile.
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
//|
//| Changes - 09/09/2001 - returns true if item deleted
//| 09/25/2002 - Weight fixes
//o------------------------------------------------------------------------------------------------o
CItem *DoStacking( CSocket *mSock, [[maybe_unused]] CChar *mChar, CItem *i, CItem *stack )
{
UI32 newAmt = stack->GetAmount() + i->GetAmount();
if( newAmt > MAX_STACK )
{
i->SetAmount(( newAmt - MAX_STACK ));
stack->SetAmount( MAX_STACK );
}
else
{
stack->SetAmount( newAmt );
i->Delete();
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if( mSock != nullptr )
{
Effects->ItemSound( mSock, stack, false );
}
return stack;
}
return i;
}
//o------------------------------------------------------------------------------------------------o
//| Function - AutoStack()
//| Status - Modified to v2
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//| v2 - accepts a possible nullptr socket to deal with the JSE
//| v3 - returns a CItem * (stack if stacked, item otherwise)
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Searches through the pack to see if an item can be stacked
//| stacking them automatically
//o------------------------------------------------------------------------------------------------o
auto AutoStack( CSocket *mSock, CItem *iToStack, CItem *iPack ) ->CItem *
{
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CChar *mChar = nullptr;
if( mSock )
{
mChar = mSock->CurrcharObj();
}
if( !ValidateObject( iToStack ) || !ValidateObject( iPack ))
return nullptr;
iToStack->SetCont( iPack );
if( iToStack->IsPileable() )
{
if( mSock != nullptr && ( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND ))
{
Weight->SubtractItemWeight( mChar, iToStack );
}
const UI16 itId = iToStack->GetId();
const SERIAL itSer = iToStack->GetSerial();
const UI16 itCol = iToStack->GetColour();
const UI32 itMore = iToStack->GetTempVar( CITV_MORE );
const UI32 itMoreX = iToStack->GetTempVar( CITV_MOREX );
const UI32 itMoreY = iToStack->GetTempVar( CITV_MOREY );
const UI32 itMoreZ = iToStack->GetTempVar( CITV_MOREZ );
const UI32 itBuyValue = iToStack->GetBuyValue();
const UI32 itSellValue = iToStack->GetSellValue();
auto ipCont = iPack->GetContainsList();
for( const auto &stack :ipCont->collection() )
{
if( ValidateObject( stack ))
{
if( stack->IsPileable() && stack->GetAmount() < MAX_STACK &&
stack->GetSerial() != itSer && stack->GetId() == itId && stack->GetColour() == itCol && stack->GetTempVar( CITV_MORE ) == itMore && stack->GetTempVar( CITV_MOREX ) == itMoreX
&& stack->GetTempVar( CITV_MOREY ) == itMoreY && stack->GetTempVar( CITV_MOREZ ) == itMoreZ && stack->GetBuyValue() == itBuyValue && stack->GetSellValue() == itSellValue )
{
// Autostack
if( DoStacking( mSock, mChar, iToStack, stack ) == stack ) // compare to stack, if DoStacking returned the stack, then the raw object was deleted
{
return stack; // return the stack
}
}
}
}
if( mSock != nullptr && ( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND ))
{
Weight->AddItemWeight( mChar, iToStack );
}
}
iToStack->PlaceInPack();
if( mSock )
{
Effects->ItemSound( mSock, iToStack, false );
}
return iToStack;
}
auto FindNearbyChars( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceId, UI16 distance ) -> std::vector<CChar *>;
//o------------------------------------------------------------------------------------------------o
//| Function - CPIGetItem::Handle()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when a player picks up an item
//o------------------------------------------------------------------------------------------------o
bool CPIGetItem::Handle( void )
{
CChar *ourChar = tSock->CurrcharObj();
SERIAL serial = tSock->GetDWord( 1 );
if( serial == INVALIDSERIAL )
return true;
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
// Break their meditation/concentration
ourChar->BreakConcentration( tSock );
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
// In case player is casting a spell, cancel their targeting cursor (if enabled in INI)
if(( ourChar->IsCasting() || ourChar->GetSpellCast() != -1 ) && cwmWorldState->ServerData()->ItemsInterruptCasting() )
{
tSock->SendTargetCursor( 0, 0x00000000, Dictionary->GetEntry( 2862, tSock->Language() ), 3 ); // Your hands must be free to cast spells or meditate.
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
ourChar->StopSpell();
if( ourChar->IsFrozen() )
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
ourChar->SetFrozen( false );
0.99.6-RC6x Added dummy context restore function to additional scripts Updated 'go command to support specifying location to teleport to by name, mapped to locations from locations.dfn (Thanks Dragon Slayer!) Updated Smart Turn script for furniture (js/server/misc/furniture_smartturn.js) with more optimized code (Humility) Fixed latitude/longitude output of GetMapCoordinates helper function (js/server/data/map_coordinates.js), and updated scripts that relied on it Fixed an issue where trying to craft fletching tools would produce hatchets instead (js/skill/craft/fletching.js) Updated js/item/bankcheck.js to display value of checks using onTooltip JS Event, or onNameRequest JS Event if tooltips are disabled Fixed a couple of DFN formatting issues (thanks, punt) Fixed an issue where blank deeds (and bank checks) would be pileable if dropped on the same container (dfndata/items/tools/inscription.dfn) Added dedicated [bankcheck] DFN item (dfndata/items/misc/money.dfn) Updated Banker AI script (js/npc/ai/banker.js) to use dedicated [bankcheck] item instead of blank deeds as base for bank checks, and to have banker NPCs pause and turn towards player when talked to Fixed an issue with script for Healing/Veterinary (js/skill/healing.js) which incorrectly used Anatomy as supplementary skill for Veterinary instead of Animal Lore, and which checked dex of wrong character when calculating healing slips Added two missing tile flags to tileflag enum that threw order of such flags added with HS expansion out of order (thanks, punt) Fixed an issue with travel-commands in GM menu which handled travelling between facets incorrectly Added region spawners for dungeons, towns and overworld in Ilshenar facet Enabled Trammel and Ilshenar facet decorations/spawns by default in admin welcome script (js/server/misc/admin_welcome.js) Reworked portions of admin welcome gump to display optional "addon" decorations per facet, which might be client/era-specific (js/server/misc/admin_welcome.js) Added new NPCs to dfndata/npc/femalehuman.dfn: f_executioner, f_chaosdragoon, f_chaosdragoonelite, f_gypsybanker Added new NPCs to dfndata/npc/femalevendors.dfn: f_gypsymaiden, f_gypsyanimaltrainer, f_gypsyfortuneteller, f_vagabond, f_ironworker Added new NPCs to dfndata/npc/malehuman.dfn: m_executioner, m_chaosdragoon, m_chaosdragoonelite, m_gypsybanker Added new NPCs to dfndata/npc/malevendors.dfn: m_gypsyanimaltrainer, m_vagabond, m_ironworker Added new NPC to dfndata/npc/miscmonsters.dfn: darkwisp Added new NPC to dfndata/npc/undead.dfn: ancientlich Added new Item DFNs for "camps" that when spawned will create a camp with specific decorations ([ilsh_orc_camp], [ilsh_healer_camp], [ilsh_mage_camp], [ilsh_banker_camp]) Added scripts for camps (js/item/camps/ilsh_banker_camp.js, js/item/camps/ilsh_healer_camp.js, js/item/camps/ilsh_mage_camp.js, js/item/camps/ilsh_orc_camp.js) Added new colorlist to dfndata/colors/colors.dfn: [RANDOMCOLOR 33] (Bright Primary Colors) Fixed an issue with gargish cloth chest DFN which prevented LBR version from working properly (dfndata/items/gear/armor/gargish_armor/gargish_cloth.dfn) Added a bunch of new NPCLISTS in various npclist DFN files to support regional spawns in Ilshenar Added missing BACKPACK tag to [golem] NPC DFN (dfndata/npc/clockwork.dfn) Fixed misspelled section header for Fire Elemental NPC - from firele to fireele (dfndata/npc/elementals.dfn) Murderous brigand NPCs are no longer willing to teach players skills (dfndata/npc/femalehuman.dfn, dfndata/npc/malehuman.dfn) Corrected coordinates of Rock Dungeon region (dfndata/regions/regions.dfn) Added regions for Sea Market (Felucca/Trammel), Blackthorn Dungeon (Felucca/Trammel) and Lakeshire (Ilshenar) (dfndata/regions/regions.dfn) Fixed an issue with 'radditem and 'raddspawner GM commands which would not correctly set the Z of the added item/spawner to match target location (js/commands/custom/repeatingcmds.js) Added two new repeating commands (js/commands/custom/repeatingcmds.js): 'rmovable # // Repeats bringing up targeting cursor to set movable property on multiple objects 'rnodecay // Repeats bringing up targeting cursor to set decayable property to false on multiple objects Added new areacommand (js/commands/targeting/areacommand.js): 'areacommand name [string] // Sets name of all objects within targeted area to [string] Updated 'decorate command script to better handle flags passed in via admin welcome script for things like facet addons (js/commands/decorate.js) Updated fire breath script (js/npc/special/fire_breath.js) to get fire breath info per NPC based on their sectionID rather than their base body ID Updated facet ruleset script (js/server/misc/facetRuleset.js) with an override for GMs trying to snoop players even in places where snooping is disallowed Updated facet ruleset script (js/server/misc/facetRuleset.js) to allow damage that's not coming from a player/NPC source even in Trammel/Ilshenar Added teleport locations for entering/leaving Blackthorn Dungeon in Felucca/Trammel (js/teleport.scp) Updated 'remove and 'rremove commands to release any targeted objects from potential multis they are locked in to properly update lockdown count (js/commands/targeting/remove.js, js/commands/custom/repeatingcmds.js) Updated felucca/ilshenar world templates with decorations (js/jsdata/worldtemplates/felucca_*/ilshenar_*) Added world templates with decorations for Trammel (js/jsdata/worldtemplates/trammel_*) Added DFN entry for Power Generators, and spawn entries for these in Ilshenar (dfndata/item/puzzles/puzzles.dfn, dfndata/spawn/ilshenar/spawn_ilshenar_world_general.dfn) Added script for Power Generators, which initializes random puzzles on creation and rewards player with diamonds/arcane gems/shadow iron ore when solved, or lightning when failing to solve (js/item/power_generator.js) Added support for overriding newbie-state of items added to players via dfndata/newbie/newbie.dfn. Supported syntax: PACKITEM=sectionID[, amount[, newbieFlag]] // To use newbieFlag with PACKITEM, amount must also be specified. Flag can be 0/1 EQUIPITEM=sectionID[, itemHue[, newbieFlag] // To use newbieFlag with EQUIPITEM, itemHue must also be specified. Flag can be 0/1 Casting the Earthquake spell will no longer affect the caster, or cause them to become criminal when cast out of town with no impacted targets Fixed a bug where caster would remain frozen after finishing casting targetless spells like Earthquake Fixed a bug where caster would remain frozen if spellcast was cancelled half-ways through by picking up or equipping an item Fixed a bug where caster would remain frozen if spellcast was interrupted by losing concentration from taking melee damage in combat Fixed a bug where a paralyzed player would remain frozen even if taking magic or poison damage, which releases them from paralyzis Fixed a bug where target of Paralyze spell would not visually be shown as frozen in target's client Fixed a bug where a caster frozen while casting a spell could become unfrozen mid-cast because of incoming magic damage Address overflow issue in MultiMul.cpp (punt) Address various cast issues (punt) Corrected jscript project, to not include two files that where for stand alone programs (and resulted in main being added twice in the library (and once was incorrect all ready). (punt) Replaced RoundNumber with std::round (punt) The original physical appearance of characters targeted by 'make admin/gm/cns is now kept track of, and restored upon being targeted by 'make player Fixed an issue where the .HasSpell JS Method was off by 1 when looking for specific spells in player's spellbook, due to 0-based array indexing in code vs 1-based indexing for Spells in DFNs
2023-10-14 05:03:53 +08:00
ourChar->Dirty( UT_UPDATE );
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
}
CItem *i = CalcItemObjFromSer( serial );
if( !ValidateObject( i ))
return true;
CPBounce bounce( 0 );
ObjectType oType = OT_CBO;
2021-06-12 07:30:23 -04:00
CBaseObject *iOwner = nullptr;
CItem *x = i;
2004-08-27 07:07:32 +00:00
CBaseObject *iCont = i->GetCont();
2021-06-12 07:30:23 -04:00
if( iCont != nullptr ) //Find character owning item
{
iOwner = FindItemOwner( i, oType );
tSock->PickupSerial( i->GetContSerial() );
if( oType == OT_CHAR )
{
if( iCont->GetObjType() == OT_CHAR )
{
tSock->PickupSpot( PL_PAPERDOLL );
}
else
{
if( iOwner != ourChar )
{
tSock->PickupSpot( PL_OTHERPACK );
}
else
{
tSock->PickupSpot( PL_OWNPACK );
}
}
bool otherPackCheck = ( iOwner != ourChar );
if( otherPackCheck ) // okay, not our owner!
{
otherPackCheck = !ourChar->IsGM();
if( otherPackCheck ) // not a GM either
{
if( iOwner->GetOwnerObj() == ourChar )
{
otherPackCheck = false;
}
else if( Npcs->CheckPetFriend( ourChar, static_cast<CChar *>( iOwner )))
{
otherPackCheck = false;
}
}
}
if( otherPackCheck || !ObjInRange( ourChar, iOwner, DIST_NEARBY ))
{
if( iOwner->CanBeObjType( OT_CHAR ) && static_cast<CChar *>( iOwner )->GetNpcAiType() == AI_PLAYERVENDOR )
{
tSock->SysMessage( 9175 ); // If you'd like to purchase an item, just say so.
}
else
{
tSock->SysMessage( 9065 ); // That item does not belong to you. You'll have to steal it.
}
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Bounce( tSock, i );
return true;
}
if( iCont->CanBeObjType( OT_ITEM ))
{
CItem *contItem = static_cast<CItem *>( iCont );
if( contItem->GetType() == IT_TRADEWINDOW ) // Trade Window
{
tSock->SysMessage( 9064 ); // You cannot pick that up.
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Bounce( tSock, i );
return true;
}
CItem *recurseItem = FindRootContainer( contItem );
if( recurseItem->GetType() == IT_TRADEWINDOW )
{
CItem *z = CalcItemObjFromSer( recurseItem->GetTempVar( CITV_MOREX ));
if( ValidateObject( z ))
{
if( z->GetTempVar( CITV_MOREZ ) || recurseItem->GetTempVar( CITV_MOREZ ))
{
z->SetTempVar( CITV_MOREZ, 0 );
recurseItem->SetTempVar( CITV_MOREZ, 0 );
SendTradeStatus( z, recurseItem );
}
CChar *zChar = FindItemOwner( z );
if( ValidateObject( zChar ))
{
CSocket *zSock = zChar->GetSocket();
2021-06-12 07:30:23 -04:00
if( zSock != nullptr )
{
Effects->PlaySound( zSock, 0x0057, true );
}
}
}
}
else if( recurseItem->GetLayer() == IL_BANKBOX )
{
tSock->PickupSpot( PL_OTHERPACK );
}
}
}
else if( oType == OT_ITEM )
{
// Picking up item from non-character container
tSock->PickupSpot( PL_OTHERPACK );
CItem *x = static_cast<CItem *>( iOwner );
if( !ObjInRange( ourChar, x, DIST_NEARBY ))
{
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Bounce( tSock, i );
tSock->SysMessage( 393 ); // That is too far away.
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
// Resend items in container after bounce, or the bounced item will vanish from player's screen
CPItemsInContainer itemsIn( tSock, static_cast<CItem *>( iCont ), 0x01 );
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
tSock->Send( &itemsIn );
return true;
}
if( x->IsCorpse() )
{
CChar *corpseTargChar = x->GetOwnerObj();
if( ValidateObject( corpseTargChar ))
{
if( corpseTargChar->IsGuarded() ) // Is the corpse being guarded?
{
Combat->PetGuardAttack( ourChar, corpseTargChar, corpseTargChar );
}
else if( x->IsGuarded() )
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
CTownRegion *itemTownRegion = x->GetRegion();
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( !itemTownRegion->IsGuarded() && !itemTownRegion->IsSafeZone() )
{
Combat->PetGuardAttack( ourChar, corpseTargChar, x );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
}
}
}
}
}
else
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Picking up item from ground - check that character is in range and can see the item!
tSock->PickupSpot( PL_GROUND );
tSock->PickupLocation( i->GetX(), i->GetY(), i->GetZ() );
if( !ourChar->IsGM() && ( !ObjInRange( ourChar, i, DIST_NEARBY ) || !LineOfSight( tSock, ourChar, i->GetX(), i->GetY(), i->GetZ(), WALLS_CHIMNEYS + DOORS, true )))
{
tSock->SysMessage( 683 ); // There seems to be something in the way
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Bounce( tSock, i );
return true;
}
}
if( i->IsCorpse() || !CheckItemRange( ourChar, x ))
{
tSock->SysMessage( 9064 ); // You cannot pick that up.
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Bounce( tSock, i );
return true;
}
2021-06-12 07:30:23 -04:00
if( x->GetMultiObj() != nullptr )
{
if(( tSock->PickupSpot() == PL_OTHERPACK || tSock->PickupSpot() == PL_GROUND ) && ( x->GetMultiObj() != ourChar->GetMultiObj() || x->IsLockedDown() ))
{
tSock->SysMessage( 9064 ); // You cannot pick that up.
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Bounce( tSock, i );
return true;
}
i->SetMulti( INVALIDSERIAL );
}
if( i->IsDecayable() )
{
i->SetDecayTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_DECAY ));
}
if( i->IsGuarded() )
{
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Only care about guarded state if outside of a guarded/safezone region
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
CTownRegion *itemTownRegion = x->GetRegion();
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( !itemTownRegion->IsGuarded() && !itemTownRegion->IsSafeZone() )
{
// Let's loop through a list of nearby characters to see if anyone is guarding the object
for( auto &nearbyChar : FindNearbyChars(i->GetX(), i->GetY(), i->WorldNumber(), i->GetInstanceId(), DIST_INRANGE ))
{
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Only proceed if the character is guarding the object
if( nearbyChar->GetGuarding() == i )
{
CChar *nearbyCharOwner = nearbyChar->GetOwnerObj();
if( ValidateObject( nearbyCharOwner ))
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
// Turn the player who picked up the guarded item criminal
MakeCriminal( ourChar );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Have pet/follower attack the player who picked up the item
Combat->PetGuardAttack( ourChar, nearbyCharOwner, i, nearbyChar );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Stop guarding item, it is now in someone else's possession
nearbyChar->SetGuarding( nullptr );
i->SetGuarded( false );
}
}
}
}
}
CTile& tile = Map->SeekTile( i->GetId() );
if( !ourChar->AllMove() && ( i->GetMovable() == 2 || i->IsLockedDown() ||
( tile.Weight() == 255 && i->GetMovable() != 1 )))
{
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if( ourChar->GetCommandLevel() < CL_GM || tSock->PickupSpot() != PL_OWNPACK )
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
{
tSock->SysMessage( 9064 ); // You cannot pick that up.
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if( ourChar->GetCommandLevel() >= CL_GM )
{
tSock->SysMessage( 9099 ); // Tip: Try 'ALLMOVE ON command or modify item's movable property with 'TWEAK command!
}
Bounce( tSock, i );
return true;
}
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
else
{
tSock->SysMessage( 9098 ); // Item immovable to normal players, but can be dragged out of backpack by GM characters.
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
}
}
// Trigger pickup event for item being picked up
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std::vector<UI16> scriptTriggers = i->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
SI08 retStatus = toExecute->OnPickup( i, ourChar, iCont );
// -1 == script doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( retStatus == 0 )
{
Bounce( tSock, i );
return true;
}
}
}
// Trigger pickup event for character picking up item
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
scriptTriggers.clear();
scriptTriggers = ourChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
SI08 retStatus = toExecute->OnPickup( i, ourChar, iCont );
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
// -1 == script doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( retStatus == 0 )
{
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Bounce( tSock, i );
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
return true;
}
}
}
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
// Trigger pickup event for potential container item is being picked up from
if( ValidateObject( iCont ) && iCont != nullptr )
{
// Trigger pickup event for character picking up item
scriptTriggers.clear();
scriptTriggers = iCont->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
SI08 retStatus = toExecute->OnPickup( i, ourChar, iCont );
// -1 == script doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( retStatus == 0 )
{
Bounce( tSock, i );
return true;
}
}
}
}
if( i->GetAmount() > 1 && i->GetObjType() != OT_SPAWNER )
{
UI16 amount = tSock->GetWord( 5 );
if( amount > i->GetAmount() )
{
amount = i->GetAmount();
}
if( tSock->PickupSpot() == PL_OTHERPACK || tSock->PickupSpot() == PL_GROUND )
{
if( !Weight->CheckCharWeight( nullptr, ourChar, i, amount ))
{
tSock->SysMessage( 1743 ); // That person can not possibly hold more weight
Bounce( tSock, i );
return true;
}
}
if( amount < i->GetAmount() )
{
CItem *c = i->Dupe();
2021-06-12 07:30:23 -04:00
if( c != nullptr )
{
c->IncAmount( -amount );
c->SetCont( i->GetCont() );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
c->SetLocation( c->GetX(), c->GetY(), c->GetZ(), 0, c->WorldNumber(), c->GetInstanceId() );
}
i->SetAmount( amount );
}
if( i->GetId() == 0x0EED )
{
if( tSock->PickupSpot() == PL_OWNPACK )
{
9/13/2005 - giwo (0.98-3.0h [3.1 BETA]) Modified MapRegions to allow handling of a variable number of words. Added maps.dfn to allow customizing UOX3's map handling. Added MAPCOUNT to the uox.ini to specify the number of maps UOX3 uses. Several major internal changes to the packet handling classes. Fixed several integral problems with the account system causing data corruption. Fixed some issues causing client crashes in the 5.0.x clients. Fixed an issue causing a crash when attempting to add an invalid script item. Fixed an issue causing wierdness for players who log in as a Ghost. Fixed an issue causing a character to continue firing a ranged weapon when out of ammunition. Fixed a possible issue causing monsters to constantly attack animals. Modified character flagging so anything that is not a Human or Animal will never show up as blue. Modified the "isHuman" check to consider a GM body as human. Fixed an issue causing character privledges not to save properly. Modified CSocket pagebuffer, titlebuffer, and authorbuffer to be const correct. Greatly reduced the size of resource.bin (please ensure you delete your old /shared/resource.bin file). Made some minor modifications to reduce the worldfile size: (Note UOX3 is backwards compatible with previous worldfiles and will make these changes automatically) BEARDCOLOUR and BEARDSTYLE is now BEARD=STYLE,COLOUR and is stored in hex. HAIRCOLOUR and HAIRSTYLE is now HAIR=STYLE,COLOUR and is stored in hex. ORIGINALBODYID and ORIGINALSKINID is now ORIGINALID=BODY,SKIN and is stored in hex. SPLIT and SPLITCHANCE is now SPLIT=SPLIT,SPLITCHANCE. QUESTORIGINALREGION and QUESTDESTINATIONREGION is now QUESTREGIONS=ORIGINAL,DESTINATION. NPCWANDER and XNPCWANDER is now NPCWANDER=NPCWANDER,XNPCWANDER. SPATTACK and SpecialAttackDelay is now SPATTACK=SPATTACK,DELAY. PACKITEM, ROBESERIAL, TOWNVOTE, PRIVILEGES, and GUILDFEALTY are all stored in hex.
2005-09-14 05:28:39 +00:00
ourChar->Dirty( UT_STATWINDOW );
}
}
}
Effects->PlaySound( tSock, 0x0057, true );
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
if( i->IsCorpse() )
{
// Store temp tag on corpse with serial of player who looted the corpse last
TAGMAPOBJECT tagObject;
tagObject.m_Destroy = false;
tagObject.m_StringValue = oldstrutil::number( ourChar->GetSerial() );
tagObject.m_IntValue = 0;
tagObject.m_ObjectType = TAGMAP_TYPE_INT;
i->SetTempTag( "lootedBy", tagObject );
}
2021-06-12 07:30:23 -04:00
if( iCont == nullptr )
{
// Remove item from mapregion it was in before being picked up
MapRegion->RemoveItem( i );
// Add item to mapregion of character who picked up item instead
MapRegion->AddItem( i );
}
i->RemoveFromSight();
tSock->SetCursorItem( i );
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
i->SetHeldOnCursor( true );
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
// Update region of item to match that of the character holding it
i->SetRegion( ourChar->GetRegionNum() );
if( tSock->PickupSpot() == PL_OTHERPACK || tSock->PickupSpot() == PL_GROUND )
{
Weight->AddItemWeight( ourChar, i );
}
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
if( iCont != nullptr )
0.99.4z+++ Added new JS Item Methods to get/set the value (0-255) for specific parts (1-4) of temp variables ("more", "morex", "morey", "morez"): .GetMoreVar( moreVarName, moreVarPart ) .SetMoreVar( moreVarName, moreVarPart, moreVarValue ) Updated Remove Trap script (js/skill/removetrap.js) to make use of GetMoreVar() and SetMoreVar methods Updated inRange JS event to also trigger for Items with this event attached, when player characters come within update range. Updated syntax: inRange( srcItem, pCharInRange ) inRange( srcChar, objInRange ) When UOX3 retrieves data from the onToolTip() JS event to potentially display custom object tooltips, it will use the ID specified in a temporary JS tag ("tooltipCliloc") on the object as the clilocID being sent to the client with the tooltip text returned from the script. If no such tag exists on the object, it defaults to cliloc ID 1042971. Added new JS event that triggers _after_ an item has been removed from a container (no return values supported): onContRemoveItem( iCont, objRemoved, pChar ) The JS Function SpawnNPC() can now spawn NPCs from NPCLISTS if provided with a boolean parameter flag (useNpcList). Updated syntax: CChar SpawnNPC( npcSection/npclist, x, y, z, worldnumber, instanceID, useNpcList ) Added new JS Event to allow detection of movement near an object (items only, for now). Distance at which it triggers determined by part 1 of the item's MORE property. Use long ranges with care! Syntax: onMoveDetect( srcObj, pChar, rangeToChar, oldCharX, oldCharY ) Added new JS script (js/server/misc/dungeon_traps.js) for handling trap mechanics in (primarily) dungeons. The traps all trigger on collision, and use different parts of the "morez" property to determine enabled/disabled status, damage, min skill required to disarm, max skill at which player can still gain skill from disarming. Disarming renders trap inactive for 60 seconds. Implemented trap types: Spike Traps // Active for ~5 seconds after triggered, deals damage every 1 second. Giant Spike Trap // Active for ~1 second after triggered, deals high instant damage one time Saw Traps // Active for ~5 seconds after triggered, deals damage every 1 second. Gas Traps // Active for ~5 seconds after triggered, applies poison to target every 1 second Fire Column Trap // Active for ~5 seconds after triggered, deals damage every 1 second after initial delay of 1 second Stone Face Traps // Active for ~3 seconds after triggered, deals damage every 1 second after initial delay of 1 second Mushroom Trap // Active for ~2 seconds after triggered, applies poison to target every 1 second after an initial delay of 1 second Added dungeon traps to 'add menu, under Buildings > Decs > Dungeon Traps Added new commands to make modifying IDs of items (and NPCs) easier: 'incid # // Increment/decrement ID of target by specified amount 'rincid # // Repeatedly increment/decrement ID of target/multiple targets by specified amount Updated 'add and 'radd commands with new, optional syntax to make adding trees easier (potentially with GM tools/macros), as it will add both trunk and leaf at same location with a single command: 'add tree [trunkID] [leafID] 'radd tree [trunkID] [leafID] Updated AreaCommand GM command to include support for setting the .decayable property on multiple items at once. Also updated the script with appropriate system messages throughout, which now also show how many items were affected by use of the command Added new item script (js/item/gate_opener.js) that can be used to make switches/levers raise/lower multiple nearby gates. See script comments for details on setup Updated various JS scripts that used GetSByte() to retrieve Z of last targeted location from Socket to manually add height of targeted tile for client version below 7.0.9 only Fixed an issue where items created with 'decorate load command could be set as decayable Fixed an issue where multiple timers could be running on a single door by manually opening and closing it repeatedly. Closing a door will now kill the associated timer on said door. Fixed incorrect IDs for secret doors in Item DFNs (they were off by 1, so would not work properly) Updated name of all secret doors in dfndata/items/building/doors.dfn to inherit name from tiledata instead Added secret door IDs to dfndata/harditems/harditems.dfn Item and NPC definitions can now make use of randomization for the ID tag, for more variety. Syntax: id=[id1] [id2] [etc] // Example: id=0x0e42 0x0e43 Fixed MORE values of "hard scripted" books in dfndata/items/misc/books.dfn Added Ice and Fire dungeon locations (dfndata/location/location.dfn) and added these to the GM travel menu (dfndata/item/travelmenu.dfn/travelmenu.bulk.dfn) Fixed body ID for ancient wyrm NPCs, which also fixes their name (dfndata/npc/dragons.dfn) Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn): Quest of the Virtues – Volume 1 // [quest_of_the_virtues_vol1] Fropoz's Journal // [fropoz_journal] Translated Gargoyle Journal // [translated_gargoyle_journal] Kabur's Journal // [kaburs_journal] Updated code for spawn containers to allow spawning more than one item per container; by default, a spawn container will now spawn every item from an itemlist if set as the spawnobjlist property for that spawn container. These itemlists can contain direct item references, references to other itemlists or even lootlists Added 4 levels of dungeon treasure chests that can be placed out as spawn objects in dungeons, with items and valuables spawning inside on a regular interval. These can be found in dfndata/items/gmmenu/dungeon_treasure_spawners.dfn, with associated itemlists being found in dfndata/items/itemlists/itemlists.dfn (dungeontreasureloot1, dungeontreasureloot2, dungeontreasureloot3 and dungeontreasureloot4). They can also be located in the 'add menu under GM Menu > Dungeon Treasures Added spawn regions for dungeon treasure chests in the following areas: Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Yew Crypts, Daemon Temple, Trinsic Passage, Cove Orc Fort, Terathan Keep, Vesper Bank, Trinsic Bank Updated Lockpicking skill to check for the existence of skill difficulty on locks, and use those to perform skill checks when attempting to pick those locks. Difficulty on a lock can be setup using the morey property using this syntax: morey=[0x00] [0x00/0x01] [0x##] [0x##] // the first part is unused, the second is used with Unlock spell, the third and fourth are the minimum skill to unlock and the max skill that can be gained from picking the lock Updated Unlock spell to check for existence of morey property value on lock. If there's a value, and the second part of the value is not 0x01, Unlock cannot be used to unlock the lock. By default, dungeon treasure containers level 1 and 2 are unlockable with the Unlock spell, while levels 3 and 4 are not, and require Lockpicking skill to unlock. Fixed an issue where player characters would "skip a step" when moving under certain circumstances (like coming out of hiding) Added new decorations in default world templates for the following areas: Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Hedge Maze, Wind (city), Terathan Keep, Orc Caves, Ilshenar facet, Ilshenar dungeons Updated decorations in default world templates for the following areas: All cities in Britannia and the Lost Lands Updated decorations in default world templates to address issues like missing water/swamp tiles, floor/roof tiles, etc. in various places Added special behaviours in some areas: Lever puzzle in Covetous Monster-spawning brazier in Deceit Switch/portcullis behaviour in Hedge Maze Updated teleport.scp with teleport locations for: Hedge maze, Hythloth lvl 2 teleport maze, Wrong dungeon, Buccaneer's Den to/from mainland, various Ilshenar teleport locations Players flagged as criminals or non-innocent aggressors in PvP combat can no longer use public moongates Pets will now teleport along with the player both when using moongates (public or spell-based), recall, object-based teleporters or hard-defined teleport locations from teleport.scp
2021-11-26 02:19:03 +08:00
{
if( ValidateObject( iCont ) && iCont->CanBeObjType( OT_ITEM ))
0.99.4z+++ Added new JS Item Methods to get/set the value (0-255) for specific parts (1-4) of temp variables ("more", "morex", "morey", "morez"): .GetMoreVar( moreVarName, moreVarPart ) .SetMoreVar( moreVarName, moreVarPart, moreVarValue ) Updated Remove Trap script (js/skill/removetrap.js) to make use of GetMoreVar() and SetMoreVar methods Updated inRange JS event to also trigger for Items with this event attached, when player characters come within update range. Updated syntax: inRange( srcItem, pCharInRange ) inRange( srcChar, objInRange ) When UOX3 retrieves data from the onToolTip() JS event to potentially display custom object tooltips, it will use the ID specified in a temporary JS tag ("tooltipCliloc") on the object as the clilocID being sent to the client with the tooltip text returned from the script. If no such tag exists on the object, it defaults to cliloc ID 1042971. Added new JS event that triggers _after_ an item has been removed from a container (no return values supported): onContRemoveItem( iCont, objRemoved, pChar ) The JS Function SpawnNPC() can now spawn NPCs from NPCLISTS if provided with a boolean parameter flag (useNpcList). Updated syntax: CChar SpawnNPC( npcSection/npclist, x, y, z, worldnumber, instanceID, useNpcList ) Added new JS Event to allow detection of movement near an object (items only, for now). Distance at which it triggers determined by part 1 of the item's MORE property. Use long ranges with care! Syntax: onMoveDetect( srcObj, pChar, rangeToChar, oldCharX, oldCharY ) Added new JS script (js/server/misc/dungeon_traps.js) for handling trap mechanics in (primarily) dungeons. The traps all trigger on collision, and use different parts of the "morez" property to determine enabled/disabled status, damage, min skill required to disarm, max skill at which player can still gain skill from disarming. Disarming renders trap inactive for 60 seconds. Implemented trap types: Spike Traps // Active for ~5 seconds after triggered, deals damage every 1 second. Giant Spike Trap // Active for ~1 second after triggered, deals high instant damage one time Saw Traps // Active for ~5 seconds after triggered, deals damage every 1 second. Gas Traps // Active for ~5 seconds after triggered, applies poison to target every 1 second Fire Column Trap // Active for ~5 seconds after triggered, deals damage every 1 second after initial delay of 1 second Stone Face Traps // Active for ~3 seconds after triggered, deals damage every 1 second after initial delay of 1 second Mushroom Trap // Active for ~2 seconds after triggered, applies poison to target every 1 second after an initial delay of 1 second Added dungeon traps to 'add menu, under Buildings > Decs > Dungeon Traps Added new commands to make modifying IDs of items (and NPCs) easier: 'incid # // Increment/decrement ID of target by specified amount 'rincid # // Repeatedly increment/decrement ID of target/multiple targets by specified amount Updated 'add and 'radd commands with new, optional syntax to make adding trees easier (potentially with GM tools/macros), as it will add both trunk and leaf at same location with a single command: 'add tree [trunkID] [leafID] 'radd tree [trunkID] [leafID] Updated AreaCommand GM command to include support for setting the .decayable property on multiple items at once. Also updated the script with appropriate system messages throughout, which now also show how many items were affected by use of the command Added new item script (js/item/gate_opener.js) that can be used to make switches/levers raise/lower multiple nearby gates. See script comments for details on setup Updated various JS scripts that used GetSByte() to retrieve Z of last targeted location from Socket to manually add height of targeted tile for client version below 7.0.9 only Fixed an issue where items created with 'decorate load command could be set as decayable Fixed an issue where multiple timers could be running on a single door by manually opening and closing it repeatedly. Closing a door will now kill the associated timer on said door. Fixed incorrect IDs for secret doors in Item DFNs (they were off by 1, so would not work properly) Updated name of all secret doors in dfndata/items/building/doors.dfn to inherit name from tiledata instead Added secret door IDs to dfndata/harditems/harditems.dfn Item and NPC definitions can now make use of randomization for the ID tag, for more variety. Syntax: id=[id1] [id2] [etc] // Example: id=0x0e42 0x0e43 Fixed MORE values of "hard scripted" books in dfndata/items/misc/books.dfn Added Ice and Fire dungeon locations (dfndata/location/location.dfn) and added these to the GM travel menu (dfndata/item/travelmenu.dfn/travelmenu.bulk.dfn) Fixed body ID for ancient wyrm NPCs, which also fixes their name (dfndata/npc/dragons.dfn) Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn): Quest of the Virtues – Volume 1 // [quest_of_the_virtues_vol1] Fropoz's Journal // [fropoz_journal] Translated Gargoyle Journal // [translated_gargoyle_journal] Kabur's Journal // [kaburs_journal] Updated code for spawn containers to allow spawning more than one item per container; by default, a spawn container will now spawn every item from an itemlist if set as the spawnobjlist property for that spawn container. These itemlists can contain direct item references, references to other itemlists or even lootlists Added 4 levels of dungeon treasure chests that can be placed out as spawn objects in dungeons, with items and valuables spawning inside on a regular interval. These can be found in dfndata/items/gmmenu/dungeon_treasure_spawners.dfn, with associated itemlists being found in dfndata/items/itemlists/itemlists.dfn (dungeontreasureloot1, dungeontreasureloot2, dungeontreasureloot3 and dungeontreasureloot4). They can also be located in the 'add menu under GM Menu > Dungeon Treasures Added spawn regions for dungeon treasure chests in the following areas: Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Yew Crypts, Daemon Temple, Trinsic Passage, Cove Orc Fort, Terathan Keep, Vesper Bank, Trinsic Bank Updated Lockpicking skill to check for the existence of skill difficulty on locks, and use those to perform skill checks when attempting to pick those locks. Difficulty on a lock can be setup using the morey property using this syntax: morey=[0x00] [0x00/0x01] [0x##] [0x##] // the first part is unused, the second is used with Unlock spell, the third and fourth are the minimum skill to unlock and the max skill that can be gained from picking the lock Updated Unlock spell to check for existence of morey property value on lock. If there's a value, and the second part of the value is not 0x01, Unlock cannot be used to unlock the lock. By default, dungeon treasure containers level 1 and 2 are unlockable with the Unlock spell, while levels 3 and 4 are not, and require Lockpicking skill to unlock. Fixed an issue where player characters would "skip a step" when moving under certain circumstances (like coming out of hiding) Added new decorations in default world templates for the following areas: Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Hedge Maze, Wind (city), Terathan Keep, Orc Caves, Ilshenar facet, Ilshenar dungeons Updated decorations in default world templates for the following areas: All cities in Britannia and the Lost Lands Updated decorations in default world templates to address issues like missing water/swamp tiles, floor/roof tiles, etc. in various places Added special behaviours in some areas: Lever puzzle in Covetous Monster-spawning brazier in Deceit Switch/portcullis behaviour in Hedge Maze Updated teleport.scp with teleport locations for: Hedge maze, Hythloth lvl 2 teleport maze, Wrong dungeon, Buccaneer's Den to/from mainland, various Ilshenar teleport locations Players flagged as criminals or non-innocent aggressors in PvP combat can no longer use public moongates Pets will now teleport along with the player both when using moongates (public or spell-based), recall, object-based teleporters or hard-defined teleport locations from teleport.scp
2021-11-26 02:19:03 +08:00
{
std::vector<UI16> contScriptTriggers = iCont->GetScriptTriggers();
for( auto scriptTrig : contScriptTriggers )
0.99.4z+++ Added new JS Item Methods to get/set the value (0-255) for specific parts (1-4) of temp variables ("more", "morex", "morey", "morez"): .GetMoreVar( moreVarName, moreVarPart ) .SetMoreVar( moreVarName, moreVarPart, moreVarValue ) Updated Remove Trap script (js/skill/removetrap.js) to make use of GetMoreVar() and SetMoreVar methods Updated inRange JS event to also trigger for Items with this event attached, when player characters come within update range. Updated syntax: inRange( srcItem, pCharInRange ) inRange( srcChar, objInRange ) When UOX3 retrieves data from the onToolTip() JS event to potentially display custom object tooltips, it will use the ID specified in a temporary JS tag ("tooltipCliloc") on the object as the clilocID being sent to the client with the tooltip text returned from the script. If no such tag exists on the object, it defaults to cliloc ID 1042971. Added new JS event that triggers _after_ an item has been removed from a container (no return values supported): onContRemoveItem( iCont, objRemoved, pChar ) The JS Function SpawnNPC() can now spawn NPCs from NPCLISTS if provided with a boolean parameter flag (useNpcList). Updated syntax: CChar SpawnNPC( npcSection/npclist, x, y, z, worldnumber, instanceID, useNpcList ) Added new JS Event to allow detection of movement near an object (items only, for now). Distance at which it triggers determined by part 1 of the item's MORE property. Use long ranges with care! Syntax: onMoveDetect( srcObj, pChar, rangeToChar, oldCharX, oldCharY ) Added new JS script (js/server/misc/dungeon_traps.js) for handling trap mechanics in (primarily) dungeons. The traps all trigger on collision, and use different parts of the "morez" property to determine enabled/disabled status, damage, min skill required to disarm, max skill at which player can still gain skill from disarming. Disarming renders trap inactive for 60 seconds. Implemented trap types: Spike Traps // Active for ~5 seconds after triggered, deals damage every 1 second. Giant Spike Trap // Active for ~1 second after triggered, deals high instant damage one time Saw Traps // Active for ~5 seconds after triggered, deals damage every 1 second. Gas Traps // Active for ~5 seconds after triggered, applies poison to target every 1 second Fire Column Trap // Active for ~5 seconds after triggered, deals damage every 1 second after initial delay of 1 second Stone Face Traps // Active for ~3 seconds after triggered, deals damage every 1 second after initial delay of 1 second Mushroom Trap // Active for ~2 seconds after triggered, applies poison to target every 1 second after an initial delay of 1 second Added dungeon traps to 'add menu, under Buildings > Decs > Dungeon Traps Added new commands to make modifying IDs of items (and NPCs) easier: 'incid # // Increment/decrement ID of target by specified amount 'rincid # // Repeatedly increment/decrement ID of target/multiple targets by specified amount Updated 'add and 'radd commands with new, optional syntax to make adding trees easier (potentially with GM tools/macros), as it will add both trunk and leaf at same location with a single command: 'add tree [trunkID] [leafID] 'radd tree [trunkID] [leafID] Updated AreaCommand GM command to include support for setting the .decayable property on multiple items at once. Also updated the script with appropriate system messages throughout, which now also show how many items were affected by use of the command Added new item script (js/item/gate_opener.js) that can be used to make switches/levers raise/lower multiple nearby gates. See script comments for details on setup Updated various JS scripts that used GetSByte() to retrieve Z of last targeted location from Socket to manually add height of targeted tile for client version below 7.0.9 only Fixed an issue where items created with 'decorate load command could be set as decayable Fixed an issue where multiple timers could be running on a single door by manually opening and closing it repeatedly. Closing a door will now kill the associated timer on said door. Fixed incorrect IDs for secret doors in Item DFNs (they were off by 1, so would not work properly) Updated name of all secret doors in dfndata/items/building/doors.dfn to inherit name from tiledata instead Added secret door IDs to dfndata/harditems/harditems.dfn Item and NPC definitions can now make use of randomization for the ID tag, for more variety. Syntax: id=[id1] [id2] [etc] // Example: id=0x0e42 0x0e43 Fixed MORE values of "hard scripted" books in dfndata/items/misc/books.dfn Added Ice and Fire dungeon locations (dfndata/location/location.dfn) and added these to the GM travel menu (dfndata/item/travelmenu.dfn/travelmenu.bulk.dfn) Fixed body ID for ancient wyrm NPCs, which also fixes their name (dfndata/npc/dragons.dfn) Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn): Quest of the Virtues – Volume 1 // [quest_of_the_virtues_vol1] Fropoz's Journal // [fropoz_journal] Translated Gargoyle Journal // [translated_gargoyle_journal] Kabur's Journal // [kaburs_journal] Updated code for spawn containers to allow spawning more than one item per container; by default, a spawn container will now spawn every item from an itemlist if set as the spawnobjlist property for that spawn container. These itemlists can contain direct item references, references to other itemlists or even lootlists Added 4 levels of dungeon treasure chests that can be placed out as spawn objects in dungeons, with items and valuables spawning inside on a regular interval. These can be found in dfndata/items/gmmenu/dungeon_treasure_spawners.dfn, with associated itemlists being found in dfndata/items/itemlists/itemlists.dfn (dungeontreasureloot1, dungeontreasureloot2, dungeontreasureloot3 and dungeontreasureloot4). They can also be located in the 'add menu under GM Menu > Dungeon Treasures Added spawn regions for dungeon treasure chests in the following areas: Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Yew Crypts, Daemon Temple, Trinsic Passage, Cove Orc Fort, Terathan Keep, Vesper Bank, Trinsic Bank Updated Lockpicking skill to check for the existence of skill difficulty on locks, and use those to perform skill checks when attempting to pick those locks. Difficulty on a lock can be setup using the morey property using this syntax: morey=[0x00] [0x00/0x01] [0x##] [0x##] // the first part is unused, the second is used with Unlock spell, the third and fourth are the minimum skill to unlock and the max skill that can be gained from picking the lock Updated Unlock spell to check for existence of morey property value on lock. If there's a value, and the second part of the value is not 0x01, Unlock cannot be used to unlock the lock. By default, dungeon treasure containers level 1 and 2 are unlockable with the Unlock spell, while levels 3 and 4 are not, and require Lockpicking skill to unlock. Fixed an issue where player characters would "skip a step" when moving under certain circumstances (like coming out of hiding) Added new decorations in default world templates for the following areas: Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Hedge Maze, Wind (city), Terathan Keep, Orc Caves, Ilshenar facet, Ilshenar dungeons Updated decorations in default world templates for the following areas: All cities in Britannia and the Lost Lands Updated decorations in default world templates to address issues like missing water/swamp tiles, floor/roof tiles, etc. in various places Added special behaviours in some areas: Lever puzzle in Covetous Monster-spawning brazier in Deceit Switch/portcullis behaviour in Hedge Maze Updated teleport.scp with teleport locations for: Hedge maze, Hythloth lvl 2 teleport maze, Wrong dungeon, Buccaneer's Den to/from mainland, various Ilshenar teleport locations Players flagged as criminals or non-innocent aggressors in PvP combat can no longer use public moongates Pets will now teleport along with the player both when using moongates (public or spell-based), recall, object-based teleporters or hard-defined teleport locations from teleport.scp
2021-11-26 02:19:03 +08:00
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
CItem *contItem = static_cast<CItem *>( iCont );
toExecute->OnContRemoveItem( contItem, i, ourChar );
}
0.99.4z+++ Added new JS Item Methods to get/set the value (0-255) for specific parts (1-4) of temp variables ("more", "morex", "morey", "morez"): .GetMoreVar( moreVarName, moreVarPart ) .SetMoreVar( moreVarName, moreVarPart, moreVarValue ) Updated Remove Trap script (js/skill/removetrap.js) to make use of GetMoreVar() and SetMoreVar methods Updated inRange JS event to also trigger for Items with this event attached, when player characters come within update range. Updated syntax: inRange( srcItem, pCharInRange ) inRange( srcChar, objInRange ) When UOX3 retrieves data from the onToolTip() JS event to potentially display custom object tooltips, it will use the ID specified in a temporary JS tag ("tooltipCliloc") on the object as the clilocID being sent to the client with the tooltip text returned from the script. If no such tag exists on the object, it defaults to cliloc ID 1042971. Added new JS event that triggers _after_ an item has been removed from a container (no return values supported): onContRemoveItem( iCont, objRemoved, pChar ) The JS Function SpawnNPC() can now spawn NPCs from NPCLISTS if provided with a boolean parameter flag (useNpcList). Updated syntax: CChar SpawnNPC( npcSection/npclist, x, y, z, worldnumber, instanceID, useNpcList ) Added new JS Event to allow detection of movement near an object (items only, for now). Distance at which it triggers determined by part 1 of the item's MORE property. Use long ranges with care! Syntax: onMoveDetect( srcObj, pChar, rangeToChar, oldCharX, oldCharY ) Added new JS script (js/server/misc/dungeon_traps.js) for handling trap mechanics in (primarily) dungeons. The traps all trigger on collision, and use different parts of the "morez" property to determine enabled/disabled status, damage, min skill required to disarm, max skill at which player can still gain skill from disarming. Disarming renders trap inactive for 60 seconds. Implemented trap types: Spike Traps // Active for ~5 seconds after triggered, deals damage every 1 second. Giant Spike Trap // Active for ~1 second after triggered, deals high instant damage one time Saw Traps // Active for ~5 seconds after triggered, deals damage every 1 second. Gas Traps // Active for ~5 seconds after triggered, applies poison to target every 1 second Fire Column Trap // Active for ~5 seconds after triggered, deals damage every 1 second after initial delay of 1 second Stone Face Traps // Active for ~3 seconds after triggered, deals damage every 1 second after initial delay of 1 second Mushroom Trap // Active for ~2 seconds after triggered, applies poison to target every 1 second after an initial delay of 1 second Added dungeon traps to 'add menu, under Buildings > Decs > Dungeon Traps Added new commands to make modifying IDs of items (and NPCs) easier: 'incid # // Increment/decrement ID of target by specified amount 'rincid # // Repeatedly increment/decrement ID of target/multiple targets by specified amount Updated 'add and 'radd commands with new, optional syntax to make adding trees easier (potentially with GM tools/macros), as it will add both trunk and leaf at same location with a single command: 'add tree [trunkID] [leafID] 'radd tree [trunkID] [leafID] Updated AreaCommand GM command to include support for setting the .decayable property on multiple items at once. Also updated the script with appropriate system messages throughout, which now also show how many items were affected by use of the command Added new item script (js/item/gate_opener.js) that can be used to make switches/levers raise/lower multiple nearby gates. See script comments for details on setup Updated various JS scripts that used GetSByte() to retrieve Z of last targeted location from Socket to manually add height of targeted tile for client version below 7.0.9 only Fixed an issue where items created with 'decorate load command could be set as decayable Fixed an issue where multiple timers could be running on a single door by manually opening and closing it repeatedly. Closing a door will now kill the associated timer on said door. Fixed incorrect IDs for secret doors in Item DFNs (they were off by 1, so would not work properly) Updated name of all secret doors in dfndata/items/building/doors.dfn to inherit name from tiledata instead Added secret door IDs to dfndata/harditems/harditems.dfn Item and NPC definitions can now make use of randomization for the ID tag, for more variety. Syntax: id=[id1] [id2] [etc] // Example: id=0x0e42 0x0e43 Fixed MORE values of "hard scripted" books in dfndata/items/misc/books.dfn Added Ice and Fire dungeon locations (dfndata/location/location.dfn) and added these to the GM travel menu (dfndata/item/travelmenu.dfn/travelmenu.bulk.dfn) Fixed body ID for ancient wyrm NPCs, which also fixes their name (dfndata/npc/dragons.dfn) Added more pre-defined books to dfndata/misc/books.dfn (and dfndata/items/misc/books.dfn): Quest of the Virtues – Volume 1 // [quest_of_the_virtues_vol1] Fropoz's Journal // [fropoz_journal] Translated Gargoyle Journal // [translated_gargoyle_journal] Kabur's Journal // [kaburs_journal] Updated code for spawn containers to allow spawning more than one item per container; by default, a spawn container will now spawn every item from an itemlist if set as the spawnobjlist property for that spawn container. These itemlists can contain direct item references, references to other itemlists or even lootlists Added 4 levels of dungeon treasure chests that can be placed out as spawn objects in dungeons, with items and valuables spawning inside on a regular interval. These can be found in dfndata/items/gmmenu/dungeon_treasure_spawners.dfn, with associated itemlists being found in dfndata/items/itemlists/itemlists.dfn (dungeontreasureloot1, dungeontreasureloot2, dungeontreasureloot3 and dungeontreasureloot4). They can also be located in the 'add menu under GM Menu > Dungeon Treasures Added spawn regions for dungeon treasure chests in the following areas: Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Yew Crypts, Daemon Temple, Trinsic Passage, Cove Orc Fort, Terathan Keep, Vesper Bank, Trinsic Bank Updated Lockpicking skill to check for the existence of skill difficulty on locks, and use those to perform skill checks when attempting to pick those locks. Difficulty on a lock can be setup using the morey property using this syntax: morey=[0x00] [0x00/0x01] [0x##] [0x##] // the first part is unused, the second is used with Unlock spell, the third and fourth are the minimum skill to unlock and the max skill that can be gained from picking the lock Updated Unlock spell to check for existence of morey property value on lock. If there's a value, and the second part of the value is not 0x01, Unlock cannot be used to unlock the lock. By default, dungeon treasure containers level 1 and 2 are unlockable with the Unlock spell, while levels 3 and 4 are not, and require Lockpicking skill to unlock. Fixed an issue where player characters would "skip a step" when moving under certain circumstances (like coming out of hiding) Added new decorations in default world templates for the following areas: Covetous, Deceit, Despise, Destard, Fire, Hythloth, Ice, Shame, Wrong, Hedge Maze, Wind (city), Terathan Keep, Orc Caves, Ilshenar facet, Ilshenar dungeons Updated decorations in default world templates for the following areas: All cities in Britannia and the Lost Lands Updated decorations in default world templates to address issues like missing water/swamp tiles, floor/roof tiles, etc. in various places Added special behaviours in some areas: Lever puzzle in Covetous Monster-spawning brazier in Deceit Switch/portcullis behaviour in Hedge Maze Updated teleport.scp with teleport locations for: Hedge maze, Hythloth lvl 2 teleport maze, Wrong dungeon, Buccaneer's Den to/from mainland, various Ilshenar teleport locations Players flagged as criminals or non-innocent aggressors in PvP combat can no longer use public moongates Pets will now teleport along with the player both when using moongates (public or spell-based), recall, object-based teleporters or hard-defined teleport locations from teleport.scp
2021-11-26 02:19:03 +08:00
}
}
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPIEquipItem::Handle()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when an item is dropped on a players paperdoll
//o------------------------------------------------------------------------------------------------o
bool CPIEquipItem::Handle( void )
{
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
CChar *ourChar = tSock->CurrcharObj();
SERIAL cserial = tSock->GetDWord( 6 );
SERIAL iserial = tSock->GetDWord( 1 );
if( cserial == INVALIDSERIAL || iserial == INVALIDSERIAL )
return true;
ourChar->BreakConcentration( tSock );
CItem *i = CalcItemObjFromSer( iserial );
CChar *k = CalcCharObjFromSer( cserial );
if( !ValidateObject( i ))
return true;
if( tSock->PickupSpot() == PL_OTHERPACK || tSock->PickupSpot() == PL_PAPERDOLL )
{
ObjectType pOType;
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
CBaseObject *pOwner = FindItemOwner( i, pOType );
if( pOType == OT_CHAR )
{
CChar *pOChar = static_cast<CChar *>( pOwner );
if((( pOChar != ourChar ) && (( !ourChar->IsGM() && ( pOChar->GetOwnerObj() != ourChar )))) || !ObjInRange( ourChar, pOwner, DIST_NEARBY ))
{
tSock->SysMessage( 9066 ); // That belongs to someone else.
Bounce( tSock, i );
return true;
}
}
else if( pOType == OT_ITEM )
{
if( !ObjInRange( ourChar, pOwner, DIST_NEARBY ))
{
tSock->SysMessage( 393 ); // That is too far away
Bounce( tSock, i );
return true;
}
}
}
else if( tSock->PickupSpot() == PL_GROUND )
{
if( !ObjInRange( ourChar, i, DIST_NEARBY ))
{
tSock->SysMessage( 393 ); // That is too far away
Bounce( tSock, i );
return true;
}
}
if( tSock->PickupSpot() == PL_OTHERPACK || tSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( ourChar, i ); // SetCont() adds the weight for us (But we also had to add the weight in grabItem() since it sets cont as INVALIDSERIAL
}
if( !ourChar->IsGM() && k != ourChar ) // players cant equip items on other players or npc`s paperdolls. // GM PRIVS
{
Bounce( tSock, i );
tSock->SysMessage( 1186 ); // You can't put items on other players!
return true;
}
if( ourChar->IsDead() )
{
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Bounce( tSock, i );
tSock->SysMessage( 1185 ); // You can't do much in your current state.
return true;
}
if( !ValidateObject( k ))
return true;
RACEID raceId = k->GetRace();
CRace *race = Races->Race( raceId );
if( !race->CanEquipItem( i->GetId() ))
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
{
tSock->SysMessage( 1981, race->Name().c_str() ); // Members of the %s race cannot wear this
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
Bounce( tSock, i );
return true;
}
ARMORCLASS ac1 = Races->ArmorRestrict( raceId );
ARMORCLASS ac2 = i->GetArmourClass();
if( ac1 != 0 && (( ac1 & ac2 ) == 0 )) // bit comparison, if they have ANYTHING in common, they can wear it
{
tSock->SysMessage( 1187 ); // You are unable to equip that due to your race.
Bounce( tSock, i );
return true;
}
if( k == ourChar )
{
bool canWear = false;
const SI16 scaledStrength = ( i->GetStrength() * ( 100 - i->GetLowerStatReq() )) / 100;
2025-01-24 18:38:49 -06:00
const SI16 scaledDexterity = ( i->GetDexterity() * ( 100 - i->GetLowerStatReq() )) / 100;
const SI16 scaledIntelligence = ( i->GetIntelligence() * ( 100 - i->GetLowerStatReq() )) / 100;
2025-01-24 18:37:44 -06:00
if( scaledStrength > k->GetStrength() )
{
tSock->SysMessage( 1188 ); // You are not strong enough to use that. (NOTE: Should these messages use color 0x096a to stand out and replicate hard coded client message?)
}
2025-01-24 18:37:44 -06:00
else if( scaledDexterity > k->GetDexterity() )
{
tSock->SysMessage( 1189 ); // You are not agile enough to use that.
}
2025-01-24 18:37:44 -06:00
else if( scaledIntelligence > k->GetIntelligence() )
{
tSock->SysMessage( 1190 ); // You are not smart enough to use that.
}
else
{
canWear = true;
}
if( !canWear )
{
Bounce( tSock, i );
if( tSock->PickupSpot() == PL_OTHERPACK || tSock->PickupSpot() == PL_GROUND )
{
Effects->ItemSound( tSock, i, true );
}
else
{
Effects->ItemSound( tSock, i, false );
}
return true;
}
}
CTile& tile = Map->SeekTile( i->GetId() );
if( !ourChar->AllMove() && ( i->GetMovable() == 2 || ( i->IsLockedDown() && i->GetOwnerObj() != ourChar ) ||
( tile.Weight() == 255 && i->GetMovable() != 1 )))
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
{
tSock->SysMessage( 9064 ); // You cannot pick that up.
Bounce( tSock, i );
return true;
}
if( i->GetLayer() == IL_NONE )
{
i->SetLayer( static_cast<ItemLayers>( tSock->GetByte( 5 )));
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
// 1/13/2003 - Fix for equipping an item to more than one hand, or multiple equipping.
if( i->GetCont() != k )
{
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
bool conflictItem = true;
CItem *j = k->GetItemAtLayer( i->GetLayer() );
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
if( !ValidateObject( j ))
{
if( i->GetLayer() == IL_RIGHTHAND )
{
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
j = k->GetItemAtLayer( IL_LEFTHAND );
}
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
else if( i->GetLayer() == IL_LEFTHAND )
{
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
j = k->GetItemAtLayer( IL_RIGHTHAND );
}
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
// GetDir-check is to allow for torches and lanterns,
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
// which use left-hand layer but are not 2-handers or shields
if( ValidateObject( j ) && !i->IsShieldType() && i->GetDir() == 0 )
{
if( j->IsShieldType() || j->GetDir() != 0 )
{
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
conflictItem = false;
}
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
}
else
{
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
conflictItem = false;
}
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
}
if( conflictItem == true )
{
tSock->SysMessage( 1744 ); // You can't equip two items in the same slot
Bounce( tSock, i );
return true;
}
}
if( !Weight->CheckCharWeight( ourChar, k, i ))
{
tSock->SysMessage( 1743 ); // That person can not possibly hold more weight
Bounce( tSock, i );
return true;
}
i->SetCont( k );
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
i->SetHeldOnCursor( false );
//Reset PickupSpot after dropping the item
tSock->PickupSpot( PL_NOWHERE );
2021-06-12 07:30:23 -04:00
tSock->SetCursorItem( nullptr );
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
// In case player is casting a spell, cancel their targeting cursor (if enabled in INI)
if(( ourChar->IsCasting() || ourChar->GetSpellCast() != -1 ) && cwmWorldState->ServerData()->ItemsInterruptCasting() )
{
tSock->SendTargetCursor( 0, 0x00000000, Dictionary->GetEntry( 2862, tSock->Language() ), 3 ); // Your hands must be free to cast spells or meditate.
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
ourChar->StopSpell();
if( ourChar->IsFrozen() )
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
ourChar->SetFrozen( false );
0.99.6-RC6x Added dummy context restore function to additional scripts Updated 'go command to support specifying location to teleport to by name, mapped to locations from locations.dfn (Thanks Dragon Slayer!) Updated Smart Turn script for furniture (js/server/misc/furniture_smartturn.js) with more optimized code (Humility) Fixed latitude/longitude output of GetMapCoordinates helper function (js/server/data/map_coordinates.js), and updated scripts that relied on it Fixed an issue where trying to craft fletching tools would produce hatchets instead (js/skill/craft/fletching.js) Updated js/item/bankcheck.js to display value of checks using onTooltip JS Event, or onNameRequest JS Event if tooltips are disabled Fixed a couple of DFN formatting issues (thanks, punt) Fixed an issue where blank deeds (and bank checks) would be pileable if dropped on the same container (dfndata/items/tools/inscription.dfn) Added dedicated [bankcheck] DFN item (dfndata/items/misc/money.dfn) Updated Banker AI script (js/npc/ai/banker.js) to use dedicated [bankcheck] item instead of blank deeds as base for bank checks, and to have banker NPCs pause and turn towards player when talked to Fixed an issue with script for Healing/Veterinary (js/skill/healing.js) which incorrectly used Anatomy as supplementary skill for Veterinary instead of Animal Lore, and which checked dex of wrong character when calculating healing slips Added two missing tile flags to tileflag enum that threw order of such flags added with HS expansion out of order (thanks, punt) Fixed an issue with travel-commands in GM menu which handled travelling between facets incorrectly Added region spawners for dungeons, towns and overworld in Ilshenar facet Enabled Trammel and Ilshenar facet decorations/spawns by default in admin welcome script (js/server/misc/admin_welcome.js) Reworked portions of admin welcome gump to display optional "addon" decorations per facet, which might be client/era-specific (js/server/misc/admin_welcome.js) Added new NPCs to dfndata/npc/femalehuman.dfn: f_executioner, f_chaosdragoon, f_chaosdragoonelite, f_gypsybanker Added new NPCs to dfndata/npc/femalevendors.dfn: f_gypsymaiden, f_gypsyanimaltrainer, f_gypsyfortuneteller, f_vagabond, f_ironworker Added new NPCs to dfndata/npc/malehuman.dfn: m_executioner, m_chaosdragoon, m_chaosdragoonelite, m_gypsybanker Added new NPCs to dfndata/npc/malevendors.dfn: m_gypsyanimaltrainer, m_vagabond, m_ironworker Added new NPC to dfndata/npc/miscmonsters.dfn: darkwisp Added new NPC to dfndata/npc/undead.dfn: ancientlich Added new Item DFNs for "camps" that when spawned will create a camp with specific decorations ([ilsh_orc_camp], [ilsh_healer_camp], [ilsh_mage_camp], [ilsh_banker_camp]) Added scripts for camps (js/item/camps/ilsh_banker_camp.js, js/item/camps/ilsh_healer_camp.js, js/item/camps/ilsh_mage_camp.js, js/item/camps/ilsh_orc_camp.js) Added new colorlist to dfndata/colors/colors.dfn: [RANDOMCOLOR 33] (Bright Primary Colors) Fixed an issue with gargish cloth chest DFN which prevented LBR version from working properly (dfndata/items/gear/armor/gargish_armor/gargish_cloth.dfn) Added a bunch of new NPCLISTS in various npclist DFN files to support regional spawns in Ilshenar Added missing BACKPACK tag to [golem] NPC DFN (dfndata/npc/clockwork.dfn) Fixed misspelled section header for Fire Elemental NPC - from firele to fireele (dfndata/npc/elementals.dfn) Murderous brigand NPCs are no longer willing to teach players skills (dfndata/npc/femalehuman.dfn, dfndata/npc/malehuman.dfn) Corrected coordinates of Rock Dungeon region (dfndata/regions/regions.dfn) Added regions for Sea Market (Felucca/Trammel), Blackthorn Dungeon (Felucca/Trammel) and Lakeshire (Ilshenar) (dfndata/regions/regions.dfn) Fixed an issue with 'radditem and 'raddspawner GM commands which would not correctly set the Z of the added item/spawner to match target location (js/commands/custom/repeatingcmds.js) Added two new repeating commands (js/commands/custom/repeatingcmds.js): 'rmovable # // Repeats bringing up targeting cursor to set movable property on multiple objects 'rnodecay // Repeats bringing up targeting cursor to set decayable property to false on multiple objects Added new areacommand (js/commands/targeting/areacommand.js): 'areacommand name [string] // Sets name of all objects within targeted area to [string] Updated 'decorate command script to better handle flags passed in via admin welcome script for things like facet addons (js/commands/decorate.js) Updated fire breath script (js/npc/special/fire_breath.js) to get fire breath info per NPC based on their sectionID rather than their base body ID Updated facet ruleset script (js/server/misc/facetRuleset.js) with an override for GMs trying to snoop players even in places where snooping is disallowed Updated facet ruleset script (js/server/misc/facetRuleset.js) to allow damage that's not coming from a player/NPC source even in Trammel/Ilshenar Added teleport locations for entering/leaving Blackthorn Dungeon in Felucca/Trammel (js/teleport.scp) Updated 'remove and 'rremove commands to release any targeted objects from potential multis they are locked in to properly update lockdown count (js/commands/targeting/remove.js, js/commands/custom/repeatingcmds.js) Updated felucca/ilshenar world templates with decorations (js/jsdata/worldtemplates/felucca_*/ilshenar_*) Added world templates with decorations for Trammel (js/jsdata/worldtemplates/trammel_*) Added DFN entry for Power Generators, and spawn entries for these in Ilshenar (dfndata/item/puzzles/puzzles.dfn, dfndata/spawn/ilshenar/spawn_ilshenar_world_general.dfn) Added script for Power Generators, which initializes random puzzles on creation and rewards player with diamonds/arcane gems/shadow iron ore when solved, or lightning when failing to solve (js/item/power_generator.js) Added support for overriding newbie-state of items added to players via dfndata/newbie/newbie.dfn. Supported syntax: PACKITEM=sectionID[, amount[, newbieFlag]] // To use newbieFlag with PACKITEM, amount must also be specified. Flag can be 0/1 EQUIPITEM=sectionID[, itemHue[, newbieFlag] // To use newbieFlag with EQUIPITEM, itemHue must also be specified. Flag can be 0/1 Casting the Earthquake spell will no longer affect the caster, or cause them to become criminal when cast out of town with no impacted targets Fixed a bug where caster would remain frozen after finishing casting targetless spells like Earthquake Fixed a bug where caster would remain frozen if spellcast was cancelled half-ways through by picking up or equipping an item Fixed a bug where caster would remain frozen if spellcast was interrupted by losing concentration from taking melee damage in combat Fixed a bug where a paralyzed player would remain frozen even if taking magic or poison damage, which releases them from paralyzis Fixed a bug where target of Paralyze spell would not visually be shown as frozen in target's client Fixed a bug where a caster frozen while casting a spell could become unfrozen mid-cast because of incoming magic damage Address overflow issue in MultiMul.cpp (punt) Address various cast issues (punt) Corrected jscript project, to not include two files that where for stand alone programs (and resulted in main being added twice in the library (and once was incorrect all ready). (punt) Replaced RoundNumber with std::round (punt) The original physical appearance of characters targeted by 'make admin/gm/cns is now kept track of, and restored upon being targeted by 'make player Fixed an issue where the .HasSpell JS Method was off by 1 when looking for specific spells in player's spellbook, due to 0-based array indexing in code vs 1-based indexing for Spells in DFNs
2023-10-14 05:03:53 +08:00
ourChar->Dirty( UT_UPDATE );
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
}
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
CPDropItemApproved lc;
tSock->Send( &lc );
auto weaponType = Combat->GetCombatSkill( i );
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
if( weaponType == SWORDSMANSHIP || weaponType == MACEFIGHTING || weaponType == FENCING )
{
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Effects->PlaySound( tSock, 0x0056, false ); // Play unsheath sound if
}
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
else
{
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
Effects->PlaySound( tSock, 0x0057, false );
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - DropOnPC()
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
//| Changes - September 14th, 2001, returns true if item deleted
//| - September 25, 2002, Weight fixes
//| - September 21st, 2003, moved into seperate file and few other minor tweaks
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when an item is dropped on a character
//o------------------------------------------------------------------------------------------------o
2004-08-27 07:07:32 +00:00
bool DropOnPC( CSocket *mSock, CChar *mChar, CChar *targPlayer, CItem *i )
{
bool stackDeleted = false;
if( targPlayer == mChar )
{
CItem *pack = mChar->GetPackItem();
if( !ValidateObject( pack )) // if player has no pack, put it at its feet
{
2021-06-12 07:30:23 -04:00
i->SetCont( nullptr );
i->SetLocation( mChar );
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
else
{
stackDeleted = ( AutoStack( mSock, i, pack ) != i );
}
}
else // Trade stuff
{
if( IsOnline(( *targPlayer )))
{
CItem *j = StartTrade( mSock, targPlayer );
if( ValidateObject( j ))
{
i->SetCont( j );
i->SetX( 30 );
i->SetY( 30 );
i->SetZ( 9 );
}
}
else
{
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, i );
}
mSock->SysMessage( 1754 ); // That character is not online.
Bounce( mSock, i );
return true;
}
}
return stackDeleted;
}
//o------------------------------------------------------------------------------------------------o
//| Function - IsOnFoodList()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Check if a particular item is on an NPC's list of accepted foods
//o------------------------------------------------------------------------------------------------o
auto IsOnFoodList( const std::string& sFoodList, const UI16 sItemId ) -> bool
{
2022-06-09 08:02:49 -04:00
auto doesEat = false;
const std::string sect = "FOODLIST "s + sFoodList;
2022-06-09 08:02:49 -04:00
auto FoodList = FileLookup->FindEntry( sect, items_def );
if( FoodList )
{
for( const auto &sec : FoodList->collection() )
{
auto tag = sec->tag;
if( !tag.empty() )
{
if( oldstrutil::upper( tag ) == "FOODLIST" )
{
doesEat = IsOnFoodList( sec->data, sItemId );
}
else if( sItemId == static_cast<UI16>( std::stoul( tag, nullptr, 0 )))
{
doesEat = true;
}
}
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
if( doesEat ) // We found a valid food, let's stop looking
break;
}
}
return doesEat;
}
//o------------------------------------------------------------------------------------------------o
//| Function - DropOnNPC()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when an item is dropped on an NPC
//o------------------------------------------------------------------------------------------------o
2004-08-27 07:07:32 +00:00
bool DropOnNPC( CSocket *mSock, CChar *mChar, CChar *targNPC, CItem *i )
{
UI08 dropResult = 0;
const bool isGM = ( mChar->GetCommandLevel() >= CL_CNS );
bool stackDeleted = false;
bool executeNpc = true;
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
SI08 rVal = 0;
std::vector<UI16> scriptTriggers = i->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
rVal = toExecute->OnDropItemOnNpc( mChar, targNPC, i ); // returns 1 if we should bounce it
switch( rVal )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
case -1: // no such event
default:
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
executeNpc = true;
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
case 0: // bounce, no code, error message handled in script
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, i );
}
Bounce( mSock, i );
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
return false; // stack not deleted, as we're bouncing
case 1: // don't bounce, use code
executeNpc = false;
break;
case 2: // don't bounce, don't use code
executeNpc = true;
break;
}
}
}
if( executeNpc )
{
std::vector<UI16> targScriptTriggers = targNPC->GetScriptTriggers();
for( auto scriptTrig : targScriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
rVal = toExecute->OnDropItemOnNpc( mChar, targNPC, i ); // returns 1 if we should bounce it
switch( rVal )
{
case -1: // no such event
case 1: // we don't want to bounce, use code
default:
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
case 0: // we want to bounce and return. Handle error message in script
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
// If we want to bounce, then it's safe to assume the item still exists!
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, i );
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
Bounce( mSock, i );
return false; // bouncing, so item exists
case 2: // we don't want to bounce, don't use code
return true; // don't let the code assume the item exists, so we never reference it
}
}
}
}
if( targNPC->IsTamed() && ( isGM || targNPC->GetOwnerObj() == mChar || Npcs->CheckPetFriend( mChar, targNPC ))) // do food stuff
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
{
if( targNPC->WillHunger() && IsOnFoodList( targNPC->GetFood(), i->GetId() ))
{
if( targNPC->GetHunger() < 6 )
{
Effects->PlaySound( mSock, static_cast<UI16>( 0x003A + RandomNum( 0, 2 )), true );
if( cwmWorldState->creatures[targNPC->GetId()].IsAnimal() )
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
{
Effects->PlayCharacterAnimation( targNPC, ACT_ANIMAL_EAT, 0, 5 );
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
Pets and followers mini-revamp Added new protected property for CChar class to track a player's currently controlled pets/followers/summons, and renamed the on tracking all pets owned: GenericList<CChar *> activeFollowers GenericList<CChar *> petsControlled -> petsOwned Added new JS Character Methods to view/manipulate follower list: GetFollowerList() AddFollower( npcObject ) RemoveFollower( npcObject ) Added new JS Character Property to fetch current count of followers character has: .followerCount Added new GM commands for spitting out information on all pets/followers a player has, in the following format: Name: %s | ID: %i | Serial: %i | x: %i | y: %i | z: %i | world: %i | instanceID: %i 'listpets 'listfollowers Replaced most instances of GetPetList in code and scripts with GetFollowerList, as that's what we actually care about for the most part Updated code and relevant scripts to make use of AddFollower and RemoveFollower functions where appropriate Modified code for restoring pet loyalty upon feeding pet; by default it now restores 10/100 loyalty per time pet is fed, while if CoreShardEra setting in UOX.INI is set to AoS expansion or higher, loyalty is instantly restored to max when pet is fed (regardless of amount) Updated AreaCharacterFunction and AreaItemFunction JS Functions to still work if third parameter (socket) is provided as null Modified code and relevant scripts that teleport pets/followers along with player to only do so for pets/followers using the "follow" wandermode with player as follow target Updated some instances of code and script that checked for both controlSlot AND maxFollowers requirements - now only checks maxFollowers if controlSlots is set to 0 in ini Added function _restorecontext_() {} to a couple more scripts: js/commands/targeting/tele.js Updated error message shown when attempts are made to add deleted objects to refreshQueue, to include name, ID and serial of the object in question
2023-06-02 01:44:40 +08:00
// Restore loyalty upon feeding pet
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
if( targNPC->GetLoyalty() < targNPC->GetMaxLoyalty() )
{
Pets and followers mini-revamp Added new protected property for CChar class to track a player's currently controlled pets/followers/summons, and renamed the on tracking all pets owned: GenericList<CChar *> activeFollowers GenericList<CChar *> petsControlled -> petsOwned Added new JS Character Methods to view/manipulate follower list: GetFollowerList() AddFollower( npcObject ) RemoveFollower( npcObject ) Added new JS Character Property to fetch current count of followers character has: .followerCount Added new GM commands for spitting out information on all pets/followers a player has, in the following format: Name: %s | ID: %i | Serial: %i | x: %i | y: %i | z: %i | world: %i | instanceID: %i 'listpets 'listfollowers Replaced most instances of GetPetList in code and scripts with GetFollowerList, as that's what we actually care about for the most part Updated code and relevant scripts to make use of AddFollower and RemoveFollower functions where appropriate Modified code for restoring pet loyalty upon feeding pet; by default it now restores 10/100 loyalty per time pet is fed, while if CoreShardEra setting in UOX.INI is set to AoS expansion or higher, loyalty is instantly restored to max when pet is fed (regardless of amount) Updated AreaCharacterFunction and AreaItemFunction JS Functions to still work if third parameter (socket) is provided as null Modified code and relevant scripts that teleport pets/followers along with player to only do so for pets/followers using the "follow" wandermode with player as follow target Updated some instances of code and script that checked for both controlSlot AND maxFollowers requirements - now only checks maxFollowers if controlSlots is set to 0 in ini Added function _restorecontext_() {} to a couple more scripts: js/commands/targeting/tele.js Updated error message shown when attempts are made to add deleted objects to refreshQueue, to include name, ID and serial of the object in question
2023-06-02 01:44:40 +08:00
if( cwmWorldState->ServerData()->ExpansionCoreShardEra() >= ER_AOS )
{
// Post-AoS (Pub16), restore loyalty to max upon feeding, regardless of amount
targNPC->SetLoyalty( targNPC->GetMaxLoyalty() );
}
else
{
// Pre-AoS (Pub16), restore loyalty by 10 each time pet is fed, regardless of amount
targNPC->SetLoyalty( targNPC->GetLoyalty() + 10 );
}
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
mSock->SysMessage( 2416 ); // Your pet looks happier.
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
}
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
UI08 poisonStrength = i->GetPoisoned();
if( poisonStrength && targNPC->GetPoisoned() < poisonStrength )
{
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
Effects->PlaySound( mSock, 0x0246, true ); // poison sound - SpaceDog
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
// Apply poison on target
targNPC->SetPoisoned( poisonStrength );
targNPC->SetPoisonedBy( mChar->GetSerial() );
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
// Set time until next time poison "ticks"
targNPC->SetTimer( tCHAR_POISONTIME, BuildTimeValue( GetPoisonTickTime( poisonStrength )));
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
// Set time until poison wears off completely
targNPC->SetTimer( tCHAR_POISONWEAROFF, targNPC->GetTimer( tCHAR_POISONTIME ) + ( 1000 * GetPoisonDuration( poisonStrength ))); //wear off starts after poison takes effect
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Cut loyalty in half if pet was fed poisoned food
if( targNPC->GetLoyalty() > 0 )
{
targNPC->SetLoyalty( std::clamp( static_cast<UI16>( targNPC->GetLoyalty() / 2 ), static_cast<UI16>( 0 ), static_cast<UI16>( 100 )));
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
//Remove a food item
bool iDeleted = i->IncAmount( -1 );
targNPC->SetHunger( static_cast<SI08>( targNPC->GetHunger() + 1 ));
mSock->SysMessage( 1781 ); // That pet accepts your food and happily eats it.
if( iDeleted )
{
return true; //stackdeleted
}
}
else
{
mSock->SysMessage( 1780 ); // That pet is already stuffed, it can't eat more.
}
}
else if( isGM || cwmWorldState->creatures[targNPC->GetId()].IsPackAnimal() ) // It's a pack animal
{
dropResult = 2;
}
}
else if( cwmWorldState->creatures[targNPC->GetId()].IsHuman() )
{
if( static_cast<CChar *>( mSock->TempObj() ) != targNPC )
{
if( isGM )
{
dropResult = 2;
}
else
{
dropResult = 1;
targNPC->TextMessage( mSock, 1197, TALK, false ); // Thank thee kindly, but I have done nothing to warrant a gift.
}
}
else if( i->GetId() == 0x0EED ) // They gave the NPC gold
{
targNPC->TextMessage( mSock, 1198, TALK, false ); // I thank thee for thy payment. That should give thee a good start on thy way. Farewell!
UI08 trainedIn = targNPC->GetTrainingPlayerIn();
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
UI16 oldskill = mChar->GetBaseSkill( trainedIn );
mChar->SetBaseSkill( static_cast<UI16>( mChar->GetBaseSkill( trainedIn ) + i->GetAmount() ), trainedIn );
if( mChar->GetBaseSkill( trainedIn ) > 250 )
{
mChar->SetBaseSkill( 250, trainedIn );
}
Skills->UpdateSkillLevel( mChar, trainedIn );
mSock->UpdateSkill( trainedIn );
UI16 getAmount = i->GetAmount();
if( i->GetAmount() > 250 ) // Paid too much
{
i->IncAmount( - ( 250 - oldskill ));
dropResult = 1;
}
else // Gave exact change
{
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, i );
}
i->Delete();
stackDeleted = true;
}
2021-06-12 07:30:23 -04:00
mSock->TempObj( nullptr );
targNPC->SetTrainingPlayerIn( 0xFF );
Effects->GoldSound( mSock, getAmount, false );
}
else // Did not give gold
{
dropResult = 1;
targNPC->TextMessage( mSock, 1199, TALK, false ); // I am sorry, but I can only accept gold.
}
}
else
{
dropResult = ( isGM ? 2 : 1 );
}
switch( dropResult )
{
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
default:
case 0: // Do nothing;
break;
case 1: // Bounce
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, i );
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
Bounce( mSock, i );
break;
case 2: // Stack
CItem *pack;
pack = targNPC->GetPackItem();
if( ValidateObject( pack ))
{
stackDeleted = ( AutoStack( mSock, i, pack ) != i );
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
break;
}
return stackDeleted;
}
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - DropOnChar()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when an item is dropped on an a character
//o------------------------------------------------------------------------------------------------o
2004-08-27 07:07:32 +00:00
bool DropOnChar( CSocket *mSock, CChar *targChar, CItem *i )
{
CChar *mChar = mSock->CurrcharObj();
if( !ValidateObject( mChar ))
return false;
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
CItem *packItem = targChar->GetPackItem();
if( ValidateObject( packItem ))
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Can character's backpack hold any more items?
if( mSock->PickupSpot() != PL_OWNPACK && ( GetTotalItemCount( packItem ) >= packItem->GetMaxItems() ||
GetTotalItemCount( packItem ) + std::max( static_cast<UI32>( 1 ), 1 + GetTotalItemCount( i )) > packItem->GetMaxItems() ))
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
mSock->SysMessage( 1818 ); // The container is already at capacity.
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, i );
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
Bounce( mSock, i );
return false;
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Can character's backpack hold any more weight?
if( !Weight->CheckCharWeight( mChar, targChar, i ))
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
mSock->SysMessage( 1743 ); // That person can not possibly hold more weight
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, i );
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
Bounce( mSock, i );
return false;
}
if( !targChar->IsNpc() )
{
// Drop on player character
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
return DropOnPC( mSock, mChar, targChar, i );
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Drop on NPC
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
return DropOnNPC( mSock, mChar, targChar, i );
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CheckForValidDropLocation()
//o------------------------------------------------------------------------------------------------o
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
//| Purpose - Check for a valid drop location at the location where client attempts to drop an item
//o------------------------------------------------------------------------------------------------o
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
bool CheckForValidDropLocation( CSocket *mSock, CChar *nChar, UI16 x, UI16 y, SI08 z )
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
{
bool dropLocationBlocked = false;
// Don't allow dropping item at a location far below or far above character
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
if( z < nChar->GetZ() - 7 || z > nChar->GetZ() + 16 ) // 7 to allow to stand on bottom of stairs and drop items on floor/ground below
{
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
dropLocationBlocked = true;
}
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
if( !dropLocationBlocked )
{
// Check for a valid surface to drop item on first - then check for blocking tiles after
// If done the other way, the valid surface will override the blocking tiles!
// First, check for a static surface to drop item on
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
UI16 foundTileId1 = 0;
UI16 foundTileId2 = 0;
if( !Map->CheckStaticFlag( x, y, z, nChar->WorldNumber(), TF_SURFACE, foundTileId1, false ))
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
{
// Nowhere static to put item? Check dynamic tiles for surface!
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
if( !Map->CheckDynamicFlag( x, y, z, nChar->WorldNumber(), nChar->GetInstanceId(), TF_SURFACE, foundTileId1 ))
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
{
// No static OR dynamic surface was found to place item? Check if map itself blocks the placement
dropLocationBlocked = Map->DoesMapBlock( x, y, z, nChar->WorldNumber(), true, false, false, false );
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
}
}
if( !dropLocationBlocked )
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
{
// Some kind of valid surface was found. But is it blocked by...
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
if( Map->CheckStaticFlag( x, y, z, nChar->WorldNumber(), TF_BLOCKING, foundTileId2, false ) || Map->CheckStaticFlag( x, y, z, nChar->WorldNumber(), TF_ROOF, foundTileId2, false ))
{ // ...static items?
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
if( foundTileId1 != foundTileId2 )
{
dropLocationBlocked = true;
}
}
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
else if( Map->CheckDynamicFlag( x, y, z, nChar->WorldNumber(), nChar->GetInstanceId(), TF_BLOCKING, foundTileId2 ) || Map->CheckDynamicFlag( x, y, z, nChar->WorldNumber(), nChar->GetInstanceId(), TF_ROOF, foundTileId2 ))
{ // No? What about dynamic items?
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
if( foundTileId1 != foundTileId2 )
{
dropLocationBlocked = true;
}
}
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
}
}
// Let's check line of sight as well, for good measure
if( !nChar->IsGM() && !dropLocationBlocked && !LineOfSight( mSock, nChar, x, y, z, WALLS_CHIMNEYS + DOORS + ROOFING_SLANTED, true ))
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
{
dropLocationBlocked = true;
}
return !dropLocationBlocked;
}
//o------------------------------------------------------------------------------------------------o
//| Function - Drop()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Item is dropped on the ground or on a character
//o------------------------------------------------------------------------------------------------o
void Drop( CSocket *mSock, SERIAL item, SERIAL dest, SI16 x, SI16 y, SI08 z, SI08 gridLoc )
{
CChar *nChar = mSock->CurrcharObj();
CItem *i = CalcItemObjFromSer( item );
bool stackDeleted = false;
if( !ValidateObject( i ))
{
nChar->Teleport();
return;
}
//Bounce if no valid pickupspot exists
if( mSock->PickupSpot() == PL_NOWHERE )
{
mSock->SysMessage( 9067 ); // Unable to drop item... where was it picked up from?
Bounce( mSock, i );
return;
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std::vector<UI16> scriptTriggers = i->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
{
SI08 rVal = toExecute->OnDrop( i, nChar ); // returns 1 if we should bounce it
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
switch( rVal )
{
case 1: // don't bounce, use code
case -1: // no such event
default:
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
case 0: // bounce, no code, handle error message in client
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
Bounce( mSock, i );
return; // stack not deleted, as we're bouncing
case 2: // don't bounce, don't use code
return;
}
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
}
}
CTile& tile = Map->SeekTile( i->GetId() );
if( !nChar->AllMove() && ( i->GetMovable() == 2 || ( i->IsLockedDown() && i->GetOwnerObj() != nChar ) ||
( tile.Weight() == 255 && i->GetMovable() != 1 )))
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
{
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if( nChar->GetCommandLevel() < CL_GM || mSock->PickupSpot() != PL_OWNPACK )
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
{
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( nChar, i );
}
mSock->SysMessage( 9064 ); // You cannot pick that up.
Bounce( mSock, i );
return;
}
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
}
if( mSock->GetByte( 5 ) != 0xFF ) // Dropped in a specific location or on an item
{
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
// Let's check for a valid drop location for the item, and bounce it if none was found
if( !CheckForValidDropLocation( mSock, nChar, x, y, z ))
{
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( nChar, i );
}
Bounce( mSock, i );
mSock->SysMessage( 683 ); // There seems to be something in the way
return;
}
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
// New location either is not blocking, or has a surface we can put the item on, so let's find the exact Z of where to put it
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
auto newZ = Map->StaticTop( x, y, z, nChar->WorldNumber(), 14 - ( z - nChar->GetZ() ));
if( newZ == ILLEGAL_Z || newZ < z || newZ > z + 14 )
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
{
// No valid static elevation found, use dynamic elevation instead
newZ = Map->DynamicElevation( x, y, z, nChar->WorldNumber(), nChar->GetInstanceId(), 14 );
if( newZ < z || newZ > z + 14 )
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
{
// No valid dynamic elevation found. Use map elevation instead (don't implicitly trust Z from client)
newZ = Map->MapElevation( x, y, nChar->WorldNumber() );
}
}
else
{
auto dynZ = Map->DynamicElevation( x, y, z, nChar->WorldNumber(), nChar->GetInstanceId(), 14 );
newZ = (( dynZ >= z && dynZ <= z + 14 ) ? dynZ : newZ );
}
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
auto iMulti = FindMulti( x, y, newZ, nChar->WorldNumber(), nChar->GetInstanceId() );
if( ValidateObject( iMulti ) )
{
// Check if new Z plus height of dropped item will make it exceed 20 Z limit per floor in houses, and deny placement if so
if( newZ > ( nChar->GetZ() + ( 20 - tile.Height() )))
{
// Item is too tall - can't drop it this high up
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if( nChar->GetCommandLevel() >= CL_SEER || nChar->IsGM() )
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
{
// GM override
mSock->SysMessage( 91 ); // Item placement rule overruled by GM privileges - Z too high for normal players!
}
else
{
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( nChar, i );
}
Bounce( mSock, i );
mSock->SysMessage( 683 ); // There seems to be something in the way
return;
}
}
}
else if( newZ + tile.Height() > z + tile.Height() )
{
// Item is too tall - can't drop it this high up
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if( nChar->GetCommandLevel() >= CL_SEER || nChar->IsGM() )
{
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
// GM override
mSock->SysMessage( 91 ); // Item placement rule overruled by GM privileges - Z too high for normal players!
}
else
{
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( nChar, i );
}
Bounce( mSock, i );
mSock->SysMessage( 683 ); // There seems to be something in the way
return;
}
Various changes Fixed an issue with JS Function DeleteFile(), which would stop calling script from working if no file was found for deletion. Could break demolishing of houses, amongst other things Fixed an issue with DoSEErrorMessage() function that prevented JS function error messages from being displayed in UOX3 console if message size was below 512 Fixed a bug that allowed players to place items on the same slot of walls when using a client that doesn't automatically restrict this When dropping items, UOX3 will now look for a valid surface to drop them on, and move the item to said valid surface if applicable Fixed an issue with loading of MultiCollections.uop where max boundaries of each multi was not set on load, preventing features that relied on finding corners of building from working (like automatic ban location detection for houses) Added new function in mapstuff.cpp to check flags on dynamic items, and exposed it as a JS Function with same name and parameters: CheckDynamicFlag( SI16 x, SI16 y, SI08 oldz, UI08 worldNumber, UI16 instanceID, TileFlags toCheck ); Fixed an issue where items were not always properly added to/removed from map regions when picked up or dropped Added new helper function in dist.cpp to find 3D distance between two points: getDist3D( point a, point b ) Added JS Function - DistanceBetween() - to find distance between two sets of coordinates, or two objects: DistanceBetween( x1, y1, x2, y2 ) DistanceBetween( x1, y1, z1, x2, y2, z2 ) DistanceBetween( sourceObject, targObject ) DistanceBetween( sourceObject, targObject, checkZ ) Added Item JS Method - GetTileName() - to get name of an item directly from tiledata Added new UOX.INI setting that defines the lower limit for when a purchase will withdraw money from bank instead of backpack: BANKBUYTHRESHOLD=2000 Split the UOX.INI setting CONSOLELOG into three parts, to enable/disable different forms of logging: CONSOLELOG=1/0 // Toggles logging of console messages, warnings and errors NETWORKLOG=1/0 // Toggles logging of network traffic SPEECHLOG=1/0 // Toggles logging of player/staff speech
2021-06-27 23:23:31 +08:00
}
2021-06-12 07:30:23 -04:00
i->SetCont( nullptr );
i->SetLocation( x, y, newZ, gridLoc, nChar->WorldNumber(), nChar->GetInstanceId() );
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
// If item was picked up from a container and dropped on ground, update old location to match new!
if( mSock->PickupSpot() != PL_GROUND )
{
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
i->SetOldLocation( x, y, newZ );
}
}
else
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Dropped on a character
CChar *t = CalcCharObjFromSer( dest );
if( ValidateObject( t ))
{
stackDeleted = DropOnChar( mSock, t, i );
}
else
{
// Bounces items dropped in illegal locations in 3D UO client!!!
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( nChar, i );
}
mSock->SysMessage( 683 ); // There seems to be something in the way
Bounce( mSock, i );
return;
}
}
if( !stackDeleted )
{
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( nChar, i );
}
2021-06-12 07:30:23 -04:00
if( nChar->GetMultiObj() != nullptr )
{
CMultiObj *multi = FindMulti( i );
if( ValidateObject( multi ))
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
if( i->IsDecayable() )
{
i->SetDecayTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_DECAYINHOUSE ));
}
i->SetMulti( multi );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
else if( i->IsDecayable() )
{
i->SetDecayTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_DECAY ));
}
}
else if( i->IsDecayable() )
{
i->SetDecayTime( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_DECAY ));
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
i->SetHeldOnCursor( false );
Effects->ItemSound( mSock, i, ( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND ));
}
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
// IF client-version is above 6.0.1.7, send approval packet for dropping item. If not, don't.
CPDropItemApproved lc;
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
mSock->Send( &lc );
}
//o------------------------------------------------------------------------------------------------o
//| Function - DropOnTradeWindow()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when item is dropped in the secure trade window
//o------------------------------------------------------------------------------------------------o
void DropOnTradeWindow( CSocket& mSock, CChar& mChar, CItem& tradeWindowOne, CItem& iDropped, SI16 x, SI16 y, SI08 gridLoc )
{
if( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( &mChar, &iDropped );
}
iDropped.SetCont( &tradeWindowOne );
iDropped.SetX( x );
iDropped.SetY( y );
iDropped.SetZ( 9 );
iDropped.SetGridLocation( gridLoc );
CItem *tradeWindowTwo = CalcItemObjFromSer( tradeWindowOne.GetTempVar( CITV_MOREX ));
if( ValidateObject( tradeWindowTwo ))
{
if( tradeWindowTwo->GetTempVar( CITV_MOREZ ) || tradeWindowOne.GetTempVar( CITV_MOREZ ))
{
tradeWindowTwo->SetTempVar( CITV_MOREZ, 0 );
tradeWindowOne.SetTempVar( CITV_MOREZ, 0 );
SendTradeStatus( tradeWindowTwo, &tradeWindowOne );
}
CChar *tw2Owner = FindItemOwner( tradeWindowTwo );
if( ValidateObject( tw2Owner ))
{
CSocket *tw2Sock = tw2Owner->GetSocket();
2021-06-12 07:30:23 -04:00
if( tw2Sock != nullptr )
{
Effects->ItemSound( tw2Sock, &tradeWindowOne, ( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND ));
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - ValidateLockdownAccess()
//o------------------------------------------------------------------------------------------------o
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
//| Purpose - Check if player has access to a locked down item as an owner, co-owner or friend
//o------------------------------------------------------------------------------------------------o
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
bool ValidateLockdownAccess( CChar *mChar, CSocket *mSock, CItem *itemToCheck, bool checkFriend )
{
CMultiObj *iMulti = itemToCheck->GetMultiObj();
if( ValidateObject( iMulti ) && !iMulti->IsOwner( mChar ) && !iMulti->IsOnOwnerList( mChar )
&& ( checkFriend && !iMulti->IsOnFriendList( mChar )))
{
mSock->SysMessage( 1032 ); // This is not yours!
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
return false;
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - DropOnSpellBook()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when item is dropped on a spellbook
//o------------------------------------------------------------------------------------------------o
void DropOnSpellBook( CSocket& mSock, CChar& mChar, CItem& spellBook, CItem& iDropped )
{
if( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( &mChar, &iDropped );
}
if( iDropped.GetId( 1 ) != 0x1F || iDropped.GetId( 2 ) < 0x2D || iDropped.GetId( 2 ) > 0x72 )
{
Bounce( &mSock, &iDropped );
mSock.SysMessage( 1202 ); // You can only place spell scrolls in a spellbook!
return;
}
CChar *sbOwner = FindItemOwner( &spellBook );
if( ValidateObject( sbOwner ) && sbOwner != &mChar && !mChar.CanSnoop() )
{
Bounce( &mSock, &iDropped );
mSock.SysMessage( 1203 ); // You cannot place spells in other peoples spellbooks.
return;
}
std::string name;
name.reserve( MAX_NAME );
if( iDropped.GetName()[0] == '#' )
{
GetTileName( iDropped, name );
}
else
{
name = iDropped.GetName();
}
if( spellBook.GetTempVar( CITV_MORE, 1 ) == 1 ) // using more1 to "lock" a spellbook for RP purposes
{
mSock.SysMessage( 1204 ); // There are no empty pages left in your book.
Bounce( &mSock, &iDropped );
return;
}
if( name == Dictionary->GetEntry( 1605 )) // All-Spell Scroll
{
if( spellBook.GetSpell( 0 ) == INVALIDSERIAL && spellBook.GetSpell( 1 ) == INVALIDSERIAL && spellBook.GetSpell( 2 ) == INVALIDSERIAL )
{
mSock.SysMessage( 1205 ); // You already have a full book!
Bounce( &mSock, &iDropped );
return;
}
spellBook.SetSpell( 0, INVALIDSERIAL );
spellBook.SetSpell( 1, INVALIDSERIAL );
spellBook.SetSpell( 2, INVALIDSERIAL );
}
else
{
SI32 targSpellNum = 0;
UI16 scrollId = iDropped.GetId();
if( scrollId == 0x1F2D )
{
targSpellNum = 6;
}
else if( scrollId > 0x1F2D && scrollId < 0x1F34 )
{
targSpellNum = ( scrollId - 0x1F2E );
}
else if( scrollId >= 0x1F34 && scrollId < 0x1F6D )
{
targSpellNum = ( scrollId - 0x1F2D );
}
if( Magic->HasSpell( &spellBook, targSpellNum ))
{
mSock.SysMessage( 1206 ); // You already have that spell.
Bounce( &mSock, &iDropped );
return;
}
else
{
Magic->AddSpell( &spellBook, targSpellNum );
}
}
Effects->PlaySound( &mSock, 0x0042, false );
if( iDropped.GetAmount() > 1 )
{
iDropped.IncAmount( -1 );
Bounce( &mSock, &iDropped );
}
else
{
iDropped.Delete();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - DropOnStack()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when item is dropped on a stack of items
//o------------------------------------------------------------------------------------------------o
bool DropOnStack( CSocket& mSock, CChar& mChar, CItem& droppedOn, CItem& iDropped, bool &stackDeleted )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Check if player is allowed to drop item on a locked down stack of items
if( droppedOn.IsLockedDown() && !ValidateLockdownAccess( &mChar, &mSock, &droppedOn, true ))
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
if( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( &mChar, &iDropped );
}
mSock.SysMessage( 774 ); // That is locked down and you cannot use it.
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
Bounce( &mSock, &iDropped );
return false;
}
bool canHold = true;
2021-06-12 07:30:23 -04:00
if( droppedOn.GetCont() != nullptr )
{
if( droppedOn.GetContSerial() >= BASEITEMSERIAL )
{
canHold = Weight->CheckPackWeight( &mChar, static_cast<CItem *>( droppedOn.GetCont() ), &iDropped );
}
else
{
canHold = Weight->CheckCharWeight( &mChar, static_cast<CChar *>( droppedOn.GetCont() ), &iDropped );
}
}
if( !canHold )
{
if( droppedOn.GetContSerial() >= BASEITEMSERIAL )
{
mSock.SysMessage( 1385 ); // That pack cannot hold any more weight
}
else
{
mSock.SysMessage( 1743 ); // That person can not possibly hold more weight
}
if( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( &mChar, &iDropped );
}
Bounce( &mSock, &iDropped );
return false;
}
if( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( &mChar, &iDropped );
}
stackDeleted = ( DoStacking( &mSock, &mChar, &iDropped, &droppedOn ) != &iDropped );
if( !stackDeleted ) // if the item didn't stack or the stack was full
{
Bounce( &mSock, &iDropped );
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - HandleAutoStack()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Automatically stack an item with existing items in a container
//o------------------------------------------------------------------------------------------------o
UI16 HandleAutoStack( CItem *mItem, CItem *mCont, CSocket *mSock, CChar *mChar )
{
// Check that container can hold more weight
if( mItem != mCont->GetCont() && !Weight->CheckPackWeight( mChar, mCont, mItem ))
{
if( mSock != nullptr && ValidateObject( mChar ))
{
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, mItem );
}
mSock->SysMessage( 1385 ); // That pack cannot hold any more weight
Bounce( mSock, mItem );
return mItem->GetAmount();
}
}
// Attempt to autostack item in container
bool stackDeleted = ( AutoStack( mSock, mItem, mCont ) != mItem );
if( !stackDeleted )
{
if( mSock != nullptr && ( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND ))
{
Weight->SubtractItemWeight( mChar, mItem );
}
return mItem->GetAmount();
}
return 0;
}
//o------------------------------------------------------------------------------------------------o
//| Function - DropOnContainer()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when item is dropped on a container
//o------------------------------------------------------------------------------------------------o
bool DropOnContainer( CSocket& mSock, CChar& mChar, CItem& droppedOn, CItem& iDropped, [[maybe_unused]] bool &stackDeleted, SI16 x, SI16 y, SI08 gridLoc )
{
CChar *contOwner = FindItemOwner( &droppedOn );
if( ValidateObject( contOwner ))
{
if( contOwner == &mChar )
{
CBaseObject *recurseCont = droppedOn.GetCont();
while( ValidateObject( recurseCont ))
{
if( recurseCont->CanBeObjType( OT_ITEM ))
{
CItem *recurseItem = static_cast<CItem *>( recurseCont );
if( recurseItem->GetType() == IT_TRADEWINDOW )
{
CItem *tradeWindowTwo = CalcItemObjFromSer( recurseItem->GetTempVar( CITV_MOREX ));
if( ValidateObject( tradeWindowTwo ))
{
if( tradeWindowTwo->GetTempVar( CITV_MOREZ ) || recurseItem->GetTempVar( CITV_MOREZ ))
{
tradeWindowTwo->SetTempVar( CITV_MOREZ, 0 );
recurseItem->SetTempVar( CITV_MOREZ, 0 );
SendTradeStatus( tradeWindowTwo, recurseItem );
}
CChar *tw2Char = FindItemOwner( tradeWindowTwo );
if( ValidateObject( tw2Char ))
{
CSocket *tw2Sock = tw2Char->GetSocket();
2021-06-12 07:30:23 -04:00
if( tw2Sock != nullptr )
{
Effects->ItemSound( tw2Sock, recurseItem, ( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND ));
}
}
}
break;
}
else
{
recurseCont = recurseItem->GetCont();
}
}
else
{
break;
}
}
}
else if( contOwner->IsNpc() && contOwner->GetNpcAiType() == AI_PLAYERVENDOR )
{
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if( contOwner->GetOwnerObj() == &mChar || mChar.GetCommandLevel() >= CL_GM )
{
// Clear old values, if item have 'em
iDropped.SetDesc( "" );
iDropped.SetVendorPrice( 0 );
// Ask player to enter price for item, or 0 to mark it as 'Not for Sale'
mChar.SetSpeechMode( 3 );
mChar.SetSpeechItem( &iDropped );
mSock.SysMessage( 1207 ); // Set a price for this item.
}
else
{
if( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( &mChar, &iDropped );
}
contOwner->TextMessage( &mSock, 9176, TALK, false ); // I can only accept items from the shop owner.
Bounce( &mSock, &iDropped );
return false;
}
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
else if( mChar.GetCommandLevel() < CL_CNS && ( !contOwner->IsNpc() || !contOwner->IsTamed() ||
( !cwmWorldState->creatures[contOwner->GetId()].IsPackAnimal() ) ||
( contOwner->GetOwnerObj() != &mChar && !Npcs->CheckPetFriend( &mChar, contOwner ))))
{
if( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( &mChar, &iDropped );
}
mSock.SysMessage( 1630 ); // You cannot put items in other players packs!
Bounce( &mSock, &iDropped );
return false;
}
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// Check if player is allowed to drop item on container
if( droppedOn.IsLockedDown() )
{
auto iMultiObj = droppedOn.GetMultiObj();
if( ValidateObject( iMultiObj ) && iMultiObj->IsSecureContainer( &droppedOn ))
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
if( !ValidateLockdownAccess( &mChar, &mSock, &droppedOn, true ))
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
if( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( &mChar, &iDropped );
}
mSock.SysMessage( 774 ); // That is locked down and you cannot use it.
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
Bounce( &mSock, &iDropped );
return false;
}
}
}
// Check if container can hold more items
0.99.4e Added support for packet 0xE2 (New Character Animation, used to play animations in client v7.0.0.0+) via cEffects::PlayNewCharacterAnimation( CChar *mChar, UI16 actionID, UI16 subActionID, UI08 subSubActionID ) Added support for new animation packet in JS Character method DoAction() using a second parameter that specifies animation variation, which if present forces server to send new animation packet instead of old. This means the 'action/npcaction commands can now be used to play animations on gargoyles/humans in client v7.0.0.0+ using the following syntax: 'action [action subAction] Created new enums for character actions and sub-actions, and updated code to refer to these instead of using "magic" numbers Added new options in UOX.INI under [settings] section: FORCENEWANIMATIONPACKET=0/1 // If enabled (default), forces the use of the new animation packet for playing various character animations for both NPCs in general and for player characters connected with client v7.0.0.0+ Updated various actions performed by players and NPCs to use new animation packet (combat, spellcasting, mining) if connected with client v7.0.0.0+ and ini setting to force new animation packet is enabled Added basic support for gargoyle flying ability. Can now use flying ability itself to enter/exit flying state, and the state change will also get sent to nearby players. Flying players are treated the same way as mounted players; polymorph spells will auto-dismounts mounted/flying player, same rules for stealth applies to flying as riding, etc. Exposed Character property to JS engine: .isFlying // returns true if character is flying Moved Orc and Ratman races from RACE 1 and 2 to RACE 22 and 23 in dfndata/race/races.dfn to make room for two new player races, that are applied to new player characters during character creation: [RACE 1] - Elf [RACE 2] - Gargoyle Updated orcs and ratmen in dfndata/npc/humanoids.dfn with race IDs 22 and 23 respectively Added items in dfndata/items/skills/tools/cooking.dfn to item menu under Skills > Tools > Cooking Fixed an issue where moving items around within a container at max item capacity was not allowed The GM command 'set can now modify a character's current mana using 'set mana # Added JS command to get specific object property values (using same property names as 'set command): 'get [objectProperty] Exposed Item/Character properties to JS: .oldX // Previous X coordinate for object .oldY // Previous Y coordinate for object .oldZ // Previous Z coordinate for object Exposed Character properties to JS: .mana // Character's current amount of mana Updated version of Winsock requested by UOX3 from 2.0 to 2.2 Exposed timer for updating NPC flags to [timers] section of UOX.INI: NPCFLAGUPDATETIMER=5 // Interval in seconds between each time NPC flags are updated. Default adjusted down from 30 to 5 seconds Fixed an issue where UOX3 was trying to output some debug/warning messages to console using the wrong console method Made some small tweaks to NPC pathfinding to make NPCs more likely to pick a new target location when their old one is blocked Added HP DFN tag to guard NPCs to prevent them from spawning with half health Removed -lstdc++fs from Makefile and replaced with special instructions for users of gcc below v9.x Fixed a buffer overrun issue with tiledata item names Eliminated a bunch of compilation warnings in VS2017 Updated JS Method CreateDFNItem to allow creating items without referencing a socket/character. Syntax: var myItem = CreateDFNItem( null, null, itemSectionID, amount, "ITEM", false, worldNumber, instanceID ); Added functional chessboard that operates on standard chess rules. Pieces cannot be removed from the board, snap to the chessboard grid when dropped, are subject to movement restrictions per chesspiece, will capture opponent pieces if landing on their square. Board can be reset by dragging king-piece off to the side of the board (js/item/gameboards.js and js/item/chesspiece.js) Added functional checkerboard, with pieces that cannot be removed, can only move in diagonals, can jump across opponent pieces to capture them. Board can be reset by ??? (js/item/gameboards.js and js/item/checkerpiece.js) Using the 'go command without any additional parameters will now open the GM travel menu (js/commands/go.js)
2021-04-08 18:54:15 +08:00
if( iDropped.GetContSerial() != droppedOn.GetSerial() && ( mSock.PickupSpot() != PL_OWNPACK && ( GetTotalItemCount( &droppedOn ) >= droppedOn.GetMaxItems() ||
GetTotalItemCount( &droppedOn ) + std::max( static_cast<UI32>( 1 ), 1 + GetTotalItemCount( &iDropped )) > droppedOn.GetMaxItems() )))
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
if( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( &mChar, &iDropped );
}
mSock.SysMessage( 1818 ); // The container is already at capacity.
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
Bounce( &mSock, &iDropped );
return false;
}
if( mSock.GetByte( 5 ) != 0xFF ) // In a specific spot in a container
{
if( mSock.PickupSpot() == PL_OTHERPACK || mSock.PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( &mChar, &iDropped );
}
if( &droppedOn != iDropped.GetCont() && !Weight->CheckPackWeight( &mChar, &droppedOn, &iDropped ))
{
mSock.SysMessage( 1385 ); // That pack cannot hold any more weight
Bounce( &mSock, &iDropped );
return false;
}
iDropped.SetCont( &droppedOn );
iDropped.SetX( x );
iDropped.SetY( y );
iDropped.SetZ( 9 );
iDropped.SetGridLocation( gridLoc );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Only send tooltip if server feature for tooltips is enabled
if( cwmWorldState->ServerData()->GetServerFeature( SF_BIT_AOS ))
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
// Refresh target container tooltip
CPToolTip pSend( droppedOn.GetSerial(), &mSock );
mSock.Send( &pSend );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
else // Drop directly on a container, placing it randomly inside
{
[[maybe_unused]] UI16 amountLeft = HandleAutoStack( &iDropped, &droppedOn, &mSock, &mChar );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Only send tooltip if server feature for tooltips is enabled
if( cwmWorldState->ServerData()->GetServerFeature( SF_BIT_AOS ))
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
// Refresh target container tooltip
CPToolTip pSend( droppedOn.GetSerial(), &mSock );
mSock.Send( &pSend );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - DropOnItem()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when an item is dropped in a container or on another item
//o------------------------------------------------------------------------------------------------o
void DropOnItem( CSocket *mSock, SERIAL item, SERIAL dest, SI16 x, SI16 y, SI08 z, SI08 gridLoc )
{
CChar *mChar = mSock->CurrcharObj();
CItem *nCont = CalcItemObjFromSer( dest );
if( !ValidateObject( nCont ) || !ValidateObject( mChar ))
return;
CItem *nItem = CalcItemObjFromSer( item );
if( !ValidateObject( nItem ))
return;
0.99.4d Added new option in UOX.INI under [settings] section: MAPDIFFSENABLED=0/1 // If enabled, server will attempt to load diff files, and send "Enable Map-diff files" packet to client to also load these. Disabled by default. Server no longer loads map/statics diff files by default, nor does it send packet to client to request loading these files, as only client versions below 7.0.8.2 will actively load these files. Can be re-enabled with new UOX.INI setting mentioned above! Fixed incorrect ID for gargish dagger in CHandleCombat::getWeaponType() Added missing weapon entries in CHandleCombat::getWeaponType(): bladed whip, barbed whip, spiked whip, gargish talwar Fixed an issue that would show the end part of some tiledata names as garbled text instead of cutting off the text(!) at 20 characters Fixed an issue with advanced character creation template when using ClassicUO client, which sends a profession value of 255 instead of 0 when no profession template has been selected. Fixed an issue where clones of NPCs that can split in combat didn't get the NPC flag correctly set Guild titles are now removed for players who leave their guilds Enabled closing some hard-coded gump menus using right-click (howto, guild, towns, wholist, addmenu, craftmenu, info) Fixed an issue where adding base items using 'add [itemID] would sometimes get false positive hits from harditems.dfn, depending on the length of the itemID Fixed an issue where items added using 'add [itemID] would not get names applied properly from harditems.dfn Item/NPC DFN tag GET can now inherit a random parent by adding additional values separated by spaces. Syntax: GET=parent1 parent2 parent3 (etc) Fixed an issue where NPC backpacks would not have the max item capacity set properly Added new properties for CItem objects (also exposed as JS Item Properties): maxRange // max distance a ranged weapon can fire at (replaces ARCHERRANGE ini setting) baseRange // base distance throwing weapons (when implemented) can be used at Added support for new Item DFN tag that replaces global UOX.INI setting ARCHERRANGE: MAXRANGE=# // Specifies max range of ranged weapon Added support for new Item/NPC DFN tags to support randomizing elemental resistances: RESISTFIRE=#/# # // Set NPC's poison resistance; fixed or random value RESISTCOLD=#/# # // Set NPC's poison resistance; fixed or random value RESISTLIGHTNING=#/# # // Set NPC's poison resistance; fixed or random value RESISTPOISON=#/# # // Set NPC's poison resistance; fixed or random value Added support for two new DFN tags in dfndata/race/races.dfn that can be used to allow/ban lists of equipment for specific races ALLOWEQUIPLIST=# BANEQUIPLIST=# Added support for new section in dfndata/race/races.dfn - [EQUIPLIST #], which can be used to define lists of equipment that is whitelisted or banned for specific races. Fixed a bug that would report incorrect weight in tooltips for Item/NPC spawner objects ScriptSections are now reapplied for items bought by players from NPC vendors Fixed an issue where players could drop an item on the ground and other players would still see the item after it was picked up, because of a failed distance check vs old location coordinates (in pack) instead of vs current location on ground Fixed a bug with players being able to use last-target macro to target objects picked up and held by other players on their cursor Updated all references to "devinelock" to be "divinelock" instead - this includes the name of the JS Item property Fixed house commands triggering (useless) targeting cursors for players onboard boats Changed default statcap in UOX.INI from 325 to 225 Fixed a out-of-range error for players attempting to combine ore inside their own backpack Fixed various issues with distance checks and container checks when using/target objects Added optional 4th "hue" parameter to AddGump JS method Added JS Function to get total amount of accounts on server - GetAccountCount() Added JS Function to get total amount of players online - GetPlayerCount() onSwing JS Event can now trigger in scripts attached to items, not just items attached to characters Added some JS Functions to expose some hard-coded constants to JS scripts: BASEITEMSERIAL() // Base item serial INVALIDSERIAL() // Invalid serial INVALIDID() // Invalid ID INVALIDCOLOUR() // Invalid colour Fixed an issue where JS character property .colour would modify origSkin property instead of colour Fixed an issue where JS character property .guildTitle returned the name of the character instead of the guild title Character JS property .poison can now also be used to set a character's poisoned level, not just read it Exposed Item property to JS engine: .ac // armour class for item (0-128). Primarily used for setting race-restrictions for equippable items, i.e. race X cannot equip items of armour class Y. .def // defensive value of item (Physical resistance post-AoS, AR in older UO) // NOTE: The following properties don't actually do anything yet, but can still be used in custom JS scripts if desired .resistCold // Cold resistance of item 0-1000, where 1000 equals 100.0% .resistHeat // Heat/Fire resistance of item 0-1000, where 1000 equals 100.0% .resistLight // Light resistance of item 0-1000, where 1000 equals 100.0% .resistLightning // Energy/Lightning resistance of item 0-1000, where 1000 equals 100.0% .resistPoison // Poison resistance of item 0-1000, where 1000 equals 100.0% .resistRain // Rain resistance of item 0-1000, where 1000 equals 100.0% .resistSnow // Snow resistance of item 0-1000, where 1000 equals 100.0% .damageHeat // Weapon deals Heat/Fire elemental damage (true/false) .damageCold // Weapon deals Cold elemental damage (true/false) .damageLight // Weapon deals Light elemental damage (true/false) .damageLightning // Weapon deals Lightning elemental damage (true/false) .damagePoison // Weapon deals Poison elemental damage (true/false) .damageRain // Weapon deals Rain/Water elemental damage (true/false) .damageSnow // Weapon deals Snow/Ice elemental damage (true/false) Added new UOX.INI setting under [server] to enable/disable shard response to ConnectUO server polling (disabled by default) Sub-commands are no longer included when registering packets to be overloaded via RegisterPacket function, as that part was never fully implemented. Packet-hook scripts can be setup for specific packet IDs, but any sub-command checking will need to be done in the script itself JS Packet Method GetDWord() now uses JS_NewNumberValue instead of INT_TO_JSVAL to read from the socket buffer, to better handle large numbers, which could previously be returned with wrong values. JS Function CalcItemFromSer() now uses a JS_GetStringBytes() and str_value() combo instead of JSVAL_TO_INT() to read the data provided in the function argument. This allows JS scripts to provide item serials to the function directly without needing to split it into four parts first (though that still works) Fixed issue where JS properties for multis didn't always return correct values The 'set command can now be used to set the armour class of items ('set ac #) Reimplemented 'tweak command in JS engine (js/commands/targeting/tweak.js) - can be used to view and modify properties of characters, character skills, items, multis and regions (target ground) Added placeholder packet-hook script (js/server/network/0xf1_connectUoServerPoll.js) to handle responses to ConnectUO server polling. By default this script does nothing, but serves as a placeholder for drop-in replacement scripts generated specifically for each shard by the ConnectUO service. Updated some commands to support an alternate STATIC keyword (can also be ommitted) to add base items: 'add static itemID 'tile static itemID Updated some commands with support for randomization. Provided itemID will be randomized based on provided rndValue: /js/commands/targeting/add.js: 'add itemID rndValue cmdtable.cpp and targeting.cpp: 'tile itemID rndValue 'tile itemID x1 x2 y1 y2 z rndValue Updated js/commands/custom/repeatingcmds.js to support 'm delete as an alias for 'rremove Added 'props as an alias for the 'tweak command Added 'teleport as an alias for the 'tele command (js/commands/targeting/tele.js) Added 'shavehair and 'shavebeard as aliases for 'kill hair and 'kill beard (js/commands/targeting/kill.js) Added 'noinvul and 'mortal aliases for the 'invul false command (js/commands/custom/misc-cmds.js) Added 'immortal and 'invul (without parameter) as aliases for the 'invul true command Added 'bringtopack as an alias of 'movetobag command (js/commands/targeting/movetobag.js) Updated check for cancelling of target cursor in various JS scripts Minor updates to various JS scripts Fixed issue where some item definitions in dfndata/harditems/harditems.dfn and dfndata/items/building/lighting.dfn used comma instead of space as delimiter for the VALUE tag, which thus never got applied Updated all NPC definitions to let NPCs spawn facing in random directions
2021-03-22 05:59:20 +08:00
nItem->SetHeldOnCursor( false );
bool executeCont = true;
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std::vector<UI16> scriptTriggers = nItem->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
SI08 rVal = toExecute->OnDropItemOnItem( nItem, mChar, nCont ); // returns 1 if we should bounce it
switch( rVal )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
case -1: // no such event
default:
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
executeCont = true;
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
case 0: // bounce, no code, handle player feedback in script
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, nItem );
}
Bounce( mSock, nItem );
return; // stack not deleted, as we're bouncing
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
case 1: // don't bounce, use code
executeCont = false;
break;
case 2: // don't bounce, don't use code
executeCont = true;
break;
}
}
}
if( executeCont )
{
std::vector<UI16> contScriptTriggers = nCont->GetScriptTriggers();
for( auto scriptTrig : contScriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
SI08 rVal = toExecute->OnDropItemOnItem( nItem, mChar, nCont ); // returns 1 if we should bounce it
switch( rVal )
{
case 1: // don't bounce, use code
case -1: // no such event
default:
break;
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
case 0: // bounce, no code, handle player feedback in script
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, nItem );
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
Bounce( mSock, nItem );
return; // stack not deleted, as we're bouncing
case 2: // don't bounce, don't use code
return;
}
}
}
}
bool stackDeleted = false;
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
CTile& tile = Map->SeekTile( nItem->GetId() );
if( !mChar->AllMove() && ( nItem->GetMovable() == 2 || ( nItem->IsLockedDown() && nItem->GetOwnerObj() != mChar ) ||
( tile.Weight() == 255 && nItem->GetMovable() != 1 )))
{
0.99.6d Cleaned up an issue with last commit where wrong npclists were used in some spawn regions Made a few additional adjustments to the new spawn regions in Lost Lands/New Haven Included more changes related to poison updates that should've been in previous commit (like the complete UOX.INI support for POISONCORROSIONSYSTEM setting) Adjusted region setup for New Haven to set the individual "building" regions within as a sub-region of the main town (regions.dfn) Fixed an issue where the displayed HP of an equipped item would not update correctly Further updates to convert timers 32-bit to 64-bit. This affects and addresses some potential issues with: Character creation/NPC guild-join timestamps, NPC movement, combat timers, idle timeouts, item decay, spellcasting Added support for new JS Events that can trigger from global script, and can be used to store persistent custom entries in players' paperdoll profiles: onProfileRequest( socket, profileOwnerChar ) - Triggers when client requests data for a paperdoll profile onProfileUpdate( socket, updatedText ) - Triggers when client sends updated data from paperdoll profile Added two new helper functions in code that allows faster (but very slightly less accurate) distance checks between two points: GetApproxDist( Point3_st a, Point3_st b ) GetApproxDist( CBaseObject *a, CBaseObject *b ) Improved pathfinding for NPCs attempting to follow another character, by adopting a system of weighted variables to help the NPC determine when to recalculate the path vs when to stick with the old, combined with faster distance checks via GetApproxDist(). The end result of this is faster, smarter and more responsive NPC followers and NPC opponents in combat. The variables influencing this include: how far the target has moved from last pathfind target location, whether NPC is heading in the overall right direction or not, time since last path calculation and some small randomization to avoid edge case jitters. Updated default command levels in commands.dfn, code and scripts to support the Seer role and make space for some custom roles. These are the new defaults as listed in commands.dfn, which should not be changed as they are linked to specific enums in code. Do take note that this might invalidate command levels for existing GMs/Seers/Counselors, who might need another round of 'make gm/seer/cns from an admin: ADMIN - command level 10 GM - command level 9 SEER - command level 7 CNS - command level 4 PLAYER - command level 0 Updated how UOX3 makes use of the account-level flags 0x2000 (Seer) and 0x4000 (Counselor). If either of these flags are set on an account, all new characters created on the accounts will automatically receive the relevant command privileges. Fixed an issue with 'wholist command that prevented admin characters from seeing characters with lower privilege levels in the list (js/commands/wholist.js) Fixed an issue with hiding/GM hide that prevented admin characters from seeing hidden characters with lower privilege levels in the world UOX3 now includes the cross-platform, header-only utf8cpp library found at https://github.com/nemtrif/utfcpp and freely available under Boost Software License v1.0. The immediate use-case for this is in code right now is to better handle strings related to custom paperdoll profiles, but will also look to make more heavy use of this in future updates
2025-06-28 22:37:42 +08:00
if( mChar->GetCommandLevel() < CL_GM || mSock->PickupSpot() != PL_OWNPACK )
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
{
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, nItem );
}
mSock->SysMessage( 9064 ); // You cannot pick that up.
Bounce( mSock, nItem );
return;
}
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
}
if( nCont->GetType() == IT_TRADEWINDOW && FindItemOwner( nCont ) == mChar ) // Trade window
{
DropOnTradeWindow(( *mSock), ( *mChar), ( *nCont ), ( *nItem ), x, y, gridLoc );
}
else if( nCont->GetType() == IT_TRASHCONT ) // Trash container
{
Effects->PlaySound( mSock, 0x0042, false );
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, nItem );
}
nItem->Delete();
mSock->SysMessage( 1201 ); // As you let go of the item it disappears.
return;
}
else if( nCont->GetType() == IT_SPELLBOOK ) // Spell Book
{
DropOnSpellBook(( *mSock ), ( *mChar ), ( *nCont ), ( *nItem ));
return;
}
else if( nCont->GetType() == IT_CONTAINER )
{
if( !DropOnContainer(( *mSock ), ( *mChar ), ( *nCont ), ( *nItem ), stackDeleted, x, y, gridLoc ))
{
return;
}
}
else if( nCont->IsPileable() && nItem->IsPileable() && nCont->GetId() == nItem->GetId() && nCont->GetColour() == nItem->GetColour() && nCont->GetTempVar( CITV_MORE ) == nItem->GetTempVar( CITV_MORE )
0.99.4z+ Fixed incorrect non-combat music entry [MUSICLIST COMBAT] section of dfndata/regions/regions.dfn Added new music section to dfndata/regions/regions.dfn [MUSICLIST DEATH] // Plays music from this list for players who are in the realm of the dead Assigned different MOREZ value to each explosion potion (dfndata/item/magic/potions.dfn) to make distinguishing between them easier Updated item stacking code to disallow stacking items that have different more, morex, morey, morez, buyvalue or sellvalue Fixed issue where monsters would erroneously show context menu entries with skill training options Fixed issue where some iron ore in GM add menu was showing up and being added as a brazier instead Added baseRange and maxRange to 'tweak menu (js/command/targeting/tweak.js) Added new Item property that can be used to associate an item with a custom server event: DFN Tag: EVENT=eventName // Name of event in one word, with no spaces JS Property: .event Updated 'get, 'set, 'tweak and 'areacommand commands to support the new event property Extended 'decorate command with some additional features to support saving, loading and unloading event decorations (example: xmas, halloween, etc): 'decorate saveevent eventName // Save all items with event property matching eventName to event_[eventName].jsdata 'decorate loadevent eventName // Load all items from event_[eventName].jsdata and assign eventName to their event property 'decorate unloadevent eventName // Clear up all items associated with eventName Added some new house addons to house.dfn, and in the 'add menu, under Deeds > Houseaddon Deeds: loom (south) small forge anvil (south/east) spinning wheel (north/south/east/west) small bed 1 (south/east) small bed 2 (south/east) large bed 1 (south/east) large bed 2 (south/east) training dummy (east) training dummy (south) pickpocket dip 1 (east) pickpocket dip 2 (east) dresser (east) // Disabled, doesn't work as container after being turned into addon dresser (south) // Disabled, doesn't work as container after being turned into addon abattoir (stone pentagram) flour mill (east) flour mill (south) oven (east) oven (south) large forge (east) large forge (west) large forge (north) large forge (south) Updated some house addons (bear rugs, pentagram) to be added from top-left to bottom right, for more consistency when placing items Added a code-check when placing house-addons to see if there's space in multi to place addon at selected location, starting from coordinates of target location and checking tiles east and south of that location based on the addon's SPACEX and SPACEY settings in house.dfn Added new script (js/server/house/houseAddonUse.js) that will restore the double-click functionality of some house addons that would lose their regular functionality in the process of becoming house addons, as their item type changed. The same script also adds some extra functionality to a couple of other house addons (looms and spinning wheels), allowing players to choose between using the addons and then targeting materials like yarn or wool or using the materials and then targeting the addons Fixed an issue with the interior decorator tool that would allow using it outside one's house Updated dictionary files
2021-10-31 10:43:24 +08:00
&& nCont->GetTempVar( CITV_MOREX ) == nItem->GetTempVar( CITV_MOREX ) && nCont->GetTempVar( CITV_MOREY ) == nItem->GetTempVar( CITV_MOREY ) && nCont->GetTempVar( CITV_MOREZ ) == nItem->GetTempVar( CITV_MOREZ )
&& nCont->GetBuyValue() == nItem->GetBuyValue() && nCont->GetSellValue() == nItem->GetSellValue() )
{ // Stacking
if( !DropOnStack(( *mSock ), ( *mChar), ( *nCont ), ( *nItem ), stackDeleted ))
{
return;
}
}
else
{
if( nCont->GetType() == IT_SPAWNCONT || nCont->GetType() == IT_UNLOCKABLESPAWNCONT ) // - Unlocked item spawner or unlockable item spawner
{
nItem->SetCont( nCont );
}
else
{
nItem->SetCont( nCont->GetCont() );
}
nItem->SetX( x );
nItem->SetY( y );
nItem->SetZ( z );
nItem->SetGridLocation( gridLoc );
if( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND )
{
Weight->SubtractItemWeight( mChar, nItem );
}
}
if( !stackDeleted )
{
Effects->ItemSound( mSock, nItem, ( mSock->PickupSpot() == PL_OTHERPACK || mSock->PickupSpot() == PL_GROUND ));
}
03/11/2012 - Xuri (0.99.2) Added support for optional amount-values behind LOOT DFN-tag, and expanded PACKITEM DFN-tag to support amount for non-stackable items as well. Updated supported syntax goes as follows, with optional parameters shown in paranthesis: LOOT=lootlist LOOT=lootlist,amount LOOT=lootlist,minamount maxamount PACKITEM=itemid PACKITEM=itemid,amount PACKITEM=itemid,minamount maxamount PACKITEM=listobject PACKITEM=listobject,amount PACKITEM=listobject,minamount maxamount Fixed a bug in js/skill/healing.js that would stop players from being able to use skills after trying to cure poisoned characters with bandages Updated timers for curing and healing in js/skill/healing.js - should now take longer to heal/cure oneself with bandages than to do the same with others Added support for randomization in the AMOUNT DFN tag for items. Updated supported syntax: AMOUNT=amount AMOUNT=minamount maxamount Fixed an issue with corpses not having a maximum weight capacity defined; it is now set to 500 stones. Fixed an issue with hairs and beards not being set correctly on corpses UOX3 will no longer attempt to spawn items from lootlist/itemlist-entries titled "blank". These entries can be used to add some randomization. Fixed some incorrect values for WEIGHT-tags in dfndata/items/gear/armor/base_armor.dfn Fixed an issue with containers and weight, with the help of a new semi-permanent "baseWeight" property which is based on the initial weight of a spawned item. Added support for viewing (ISTATS-menu) and tweaking (TWEAK-menu) the new baseWeight item property Added new property for JS Item objects: baseWeight - should rarely if ever need to change, primarily used to fetch base weight of containers Added new JS command: 'FIXCONTWEIGHT - will iterate through all in-game containers and update their baseWeight (forced), weight (if empty and not already set) and weightMax (if not already set) properties Updated the 'INFO command with more detailed data about flags on the targeted tile Potentially fixed a segmentation fault in Linux by replacing JS_NewString with JS_NewStringCopyN in JSBool CBase_GetTag() Potentially fixed an issue with the Stone Walls/Stone Walls 2-sections of the add-menu, which could cause lengthy stalls when opened across network connections The MINECHECK uox.ini setting now defaults to 1 (mountains/caves/rocks only)
2012-11-03 17:31:05 +00:00
//Would be nice to do this to instantly update the stats & weight on the container the item is dropped on
// but unfortunately it seems like updating the container will also force-close it :/
// nCont->Dirty( UT_UPDATE );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPIDropItem::Handle()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when an item is dropped
//o------------------------------------------------------------------------------------------------o
bool CPIDropItem::Handle( void )
{
CChar *ourChar = tSock->CurrcharObj();
ourChar->BreakConcentration( tSock );
if( dest >= BASEITEMSERIAL && dest != INVALIDSERIAL )
{
DropOnItem( tSock, item, dest, x, y, z, gridLoc );
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
else
{
Drop( tSock, item, dest, x, y, z, gridLoc );
}
// Display overloaded message if character is overloaded as a result of the above
if( Weight->IsOverloaded( ourChar ))
{
Misc Fixes and Updates Added support for MAXWEIGHTBONUS DFN tag for races, to allow increasing weight that can be carried by specific race, and a new GetWeightMax() code function to do the necessary calculations on demand Updated [default race bonuses] UOX.INI section with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANMAXWEIGHTBONUS=0 ELFMAXWEIGHTBONUS=0 GARGOYLEMAXWEIGHTBONUS=0 Added support for ALLSKILLSG and ALLSKILLSL DFN tags for races, which allow defining skill bonus or loss across all skills for a given race Added new Character JS Method for adding skill points without triggering skillchange JS Events: .AddSkill( skillID, skillAmt, triggerEvents[true/false] ) Added new Boat JS Property to allow getting/setting movement types for Boats via scripts: .moveType // See UOX3 JS Engine Docs > JS Object Properties > Multi Properties for a detailed list of all supported movement types Added new Boat JS Method to allow turning boats via scripts: .TurnBoat( turnDir ) // 0 = straight (no turning), 1 = turn left, 2 = turn right, 3 = flip around Updated IterateOver/OnIterate JS Function/Event to support passing in optional socket parameter. New syntax: IterateOver( objectType[, socket ]); .OnIterate( sourceObject, targetObject, socket ) Updated Character/Item JS Method .Refresh() to support an optional socket argument, to specify which player to refresh the object for. New syntax: .Refresh( [socket] ) Added support for new region setting that can define a region as disabled/enabled via DFN (tag) or script (JS property). Disabled regions will be ignored by UOX3: DISABLED=0/1 // Region DFN tag .isDisabled // Region JS Property Fixed issue where JS tags and temporary JS tags would not be copied over when duplicating a character or item Removed strength requirements from base shield definitions - stats like these are handled per era (dfndata/items/gear/armor/base_armor.dfn) Fixed an issue where necromancer newbie armor would incorrectly inherit base versions of leather armor without stats (dfndata/items/gear/armor/leather_armor/leather.dfn) Fixed an issue where players would not correctly leave combat after hiding (js/skill/hiding.js) Fixed an issue with Healing skill where skill-checks for healing/veterinary would fail due to a misspelled variable (js/skill/healing.js) Updated smart-turn furniture script to prevent players from being able to turn furnitures that are occupied by characters (js/server/misc/furniture_smartturn.js) Updated Buff-bar script to only add buffs for client versions higher than 5.0.2, the client patch where this feature was added (js/server/network/0xDF_buffBar.js) Updated Vendor BDO Dispenser script to add alternative reward-table for AoS era (js/npc/ai/vendor_bdo_dispenser.js) Cleaned up some code (spaces to tabs, indentation, spacing)
2025-04-23 00:01:53 +08:00
SI32 maxWeight = ourChar->GetWeightMax();
SI32 currentWeight = ourChar->GetWeight() / 100;
tSock->SysMessage( 1784, currentWeight, maxWeight ); //You are overloaded. Current / Max: %i / %i
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Only send tooltip if server feature for tooltips is enabled
if( cwmWorldState->ServerData()->GetServerFeature( SF_BIT_AOS ))
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
// Refresh source container tooltip
CPToolTip pSend( tSock->PickupSerial(), tSock );
tSock->Send(&pSend);
}
//Reset PickupSpot after dropping the item
tSock->PickupSpot( PL_NOWHERE );
2021-06-12 07:30:23 -04:00
tSock->SetCursorItem( nullptr );
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - BestSkill()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Return characters highest skill
//o------------------------------------------------------------------------------------------------o
UI08 BestSkill( CChar *mChar, SKILLVAL &skillLevel )
{
UI08 retSkill = 0;
std::vector<cSkillClass> vecSkills;
for( UI08 sCtr = 0; sCtr < ALLSKILLS; ++sCtr )
{
vecSkills.push_back( cSkillClass( sCtr, mChar->GetBaseSkill( sCtr )));
}
std::sort( vecSkills.rbegin(), vecSkills.rend() );
if( vecSkills[0].value > 0 )
{
retSkill = vecSkills[0].skill;
skillLevel = vecSkills[0].value;
}
return retSkill;
}
//o------------------------------------------------------------------------------------------------o
//| Function - GetSkillProwessTitle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Fetches the characters "prowess" and "skill" title based upon titles.dfn
//| entries and characters best skill
//o------------------------------------------------------------------------------------------------o
void GetSkillProwessTitle( CChar *mChar, std::string &SkillProwessTitle )
{
2004-08-27 07:07:32 +00:00
if( cwmWorldState->prowessTitles.empty() )
return;
SKILLVAL skillLevel = 0;
UI08 bestSkill = BestSkill( mChar, skillLevel );
9/18/2005 - giwo (0.98-3.0i [3.1 BETA]) Fixed an issue causing RESOURCELOGSRESPAWNTIMER to always use default setting. Moved cSkills::resources into CMapWorlds() allowing it support for multiple worlds. Fixed an issue with SetTempVar() when setting in parts. Made skillnames scriptable via skills.dfn Fixed a crash caused by increasing the total number of skills then loading a previous world. Added support for BUSHIDO and NINJITSU skills (note these are not implemented yet). Enabled support for NECROMANCY, FOCUS, and CHIVALRY (note these are not implemented yet). Removed some superfluous code in uoxstruct.h Added First/Next/Finished wrappers for iterating through lists of Script files. Optimizations to the weather.dfn loading code Optimizations to the skills.dfn loading code. Optimizations to the spells.dfn loading code. Modified loading of creatures.dfn to load entries beyond 2048. Added 5 tags to creatures.dfn in place of BASESOUND and SOUNDFLAGS SOUND_IDLE - The sound the creature makes while standing around SOUND_STARTATTACK - The sound the creature makes when it enters combat SOUND_ATTACK - The sound the creature makes when attacking SOUND_DEFEND - The sound the creature makes when defending SOUND_DIE - THe sound the creature makes upon death Moved Sword use functionality out to JS (for carving kindling, corpses, etc ) Moved Axe use functionality out to JS (for chopping trees, carving corpses, etc ) Added JS item property "carveSection" and method Carve(). Added JS Functions ResourceArea(), ResourceTime(), ResourceAmount() and ResourceRegion() The first 3 can be used to Get/Set system settings, using the options "LOGS" or "ORE" ResourceRegion() returns a resource object allowing JS to modify resource data. Exposed the resource data to the JS engine for modification, props are: logAmount logTime oreAmount oreTime
2005-09-18 09:13:50 +00:00
if( skillLevel <= cwmWorldState->prowessTitles[0].lowBound )
{
SkillProwessTitle = cwmWorldState->prowessTitles[0].toDisplay;
}
else
{
size_t pEntry = 0;
for( pEntry = 0; pEntry < cwmWorldState->prowessTitles.size() - 1; ++pEntry )
{
9/18/2005 - giwo (0.98-3.0i [3.1 BETA]) Fixed an issue causing RESOURCELOGSRESPAWNTIMER to always use default setting. Moved cSkills::resources into CMapWorlds() allowing it support for multiple worlds. Fixed an issue with SetTempVar() when setting in parts. Made skillnames scriptable via skills.dfn Fixed a crash caused by increasing the total number of skills then loading a previous world. Added support for BUSHIDO and NINJITSU skills (note these are not implemented yet). Enabled support for NECROMANCY, FOCUS, and CHIVALRY (note these are not implemented yet). Removed some superfluous code in uoxstruct.h Added First/Next/Finished wrappers for iterating through lists of Script files. Optimizations to the weather.dfn loading code Optimizations to the skills.dfn loading code. Optimizations to the spells.dfn loading code. Modified loading of creatures.dfn to load entries beyond 2048. Added 5 tags to creatures.dfn in place of BASESOUND and SOUNDFLAGS SOUND_IDLE - The sound the creature makes while standing around SOUND_STARTATTACK - The sound the creature makes when it enters combat SOUND_ATTACK - The sound the creature makes when attacking SOUND_DEFEND - The sound the creature makes when defending SOUND_DIE - THe sound the creature makes upon death Moved Sword use functionality out to JS (for carving kindling, corpses, etc ) Moved Axe use functionality out to JS (for chopping trees, carving corpses, etc ) Added JS item property "carveSection" and method Carve(). Added JS Functions ResourceArea(), ResourceTime(), ResourceAmount() and ResourceRegion() The first 3 can be used to Get/Set system settings, using the options "LOGS" or "ORE" ResourceRegion() returns a resource object allowing JS to modify resource data. Exposed the resource data to the JS engine for modification, props are: logAmount logTime oreAmount oreTime
2005-09-18 09:13:50 +00:00
if( skillLevel >= cwmWorldState->prowessTitles[pEntry].lowBound && skillLevel < cwmWorldState->prowessTitles[pEntry+1].lowBound )
break;
}
SkillProwessTitle = cwmWorldState->prowessTitles[pEntry].toDisplay;
}
SkillProwessTitle += " " + cwmWorldState->title[static_cast<UI08>( bestSkill + 1 )].skill;
}
//o------------------------------------------------------------------------------------------------o
//| Function - GetFameTitle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns players reputation title based on their Fame and Karma
//o------------------------------------------------------------------------------------------------o
void GetFameTitle( CChar *p, std::string& fameTitle )
{
if( ValidateObject( p ))
{
std::string theTitle;
UI08 titleNum = 0xFF;
SI16 k = p->GetKarma();
SI16 f = p->GetFame();
if( k >= 10000 )
{
if( f >= 5000 )
{
titleNum = 0;
}
else if( f >= 2500 )
{
titleNum = 1;
}
else if( f >= 1250 )
{
titleNum = 2;
}
else
{
titleNum = 3;
}
}
else if( k >= 5000 )
{
if( f >= 5000 )
{
titleNum = 4;
}
else if( f >= 2500 )
{
titleNum = 5;
}
else if( f >= 1250 )
{
titleNum = 6;
}
else
{
titleNum = 7;
}
}
else if( k >= 2500 )
{
if( f >= 5000 )
{
titleNum = 8;
}
else if( f >= 2500 )
{
titleNum = 9;
}
else if( f >= 1250 )
{
titleNum = 10;
}
else
{
titleNum = 11;
}
}
else if( k >= 1250 )
{
if( f >= 5000 )
{
titleNum = 12;
}
else if( f >= 2500 )
{
titleNum = 13;
}
else if( f >= 1250 )
{
titleNum = 14;
}
else
{
titleNum = 15;
}
}
else if( k >= 625 )
{
if( f >= 5000 )
{
titleNum = 16;
}
else if( f >= 1000 )
{
titleNum = 17;
}
else if( f >= 500 )
{
titleNum = 18;
}
else
{
titleNum = 19;
}
}
else if( k > -625 )
{
if( f >= 5000 )
{
titleNum = 20;
}
else if( f >= 2500 )
{
titleNum = 21;
}
else if( f >= 1250 )
{
titleNum = 22;
}
else
{
titleNum = 23;
}
}
else if( k > -1250 )
{
if( f >= 10000 )
{
titleNum = 28;
}
else if( f >= 5000 )
{
titleNum = 27;
}
else if( f >= 2500 )
{
titleNum = 26;
}
else if( f >= 1250 )
{
titleNum = 25;
}
else
{
titleNum = 24;
}
}
else if( k > -2500 )
{
if( f >= 5000 )
{
titleNum = 32;
}
else if( f >= 2500 )
{
titleNum = 31;
}
else if( f >= 1250 )
{
titleNum = 30;
}
else
{
titleNum = 29;
}
}
else if( k > -5000 )
{
if( f >= 10000 )
{
titleNum = 37;
}
else if( f >= 5000 )
{
titleNum = 36;
}
else if( f >= 2500 )
{
titleNum = 35;
}
else if( f >= 1250 )
{
titleNum = 34;
}
else
{
titleNum = 33;
}
}
else if( k > -10000 )
{
if( f >= 5000 )
{
titleNum = 41;
}
else if( f >= 2500 )
{
titleNum = 40;
}
else if( f >= 1250 )
{
titleNum = 39;
}
else
{
titleNum = 38;
}
}
else if( k <= -10000 )
{
if( f >= 5000 )
{
titleNum = 45;
}
else if( f >= 2500 )
{
titleNum = 44;
}
else if( f >= 1250 )
{
titleNum = 43;
}
else
{
titleNum = 42;
}
}
if( !cwmWorldState->title[titleNum].fame.empty() )
{
theTitle = cwmWorldState->title[titleNum].fame + " ";
}
/*if( cwmWorldState->ServerData()->ShowRaceWithName() && p->GetRace() != 0 && p->GetRace() != 65535 )
{
theTitle = theTitle + Races->Name( p->GetRace() ) + " ";
}*/
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
if( f >= 10000 ) // bugfix for repsys
{
if( p->GetKills() > cwmWorldState->ServerData()->RepMaxKills() )
{
if( p->GetId( 2 ) == 0x91 )
{
fameTitle = oldstrutil::format( Dictionary->GetEntry( 1177 ), Races->Name( p->GetRace() ).c_str() ) + std::string( " " );
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
else
{
fameTitle = oldstrutil::format( Dictionary->GetEntry( 1178 ), Races->Name( p->GetRace() ).c_str() ) + std::string( " " );
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
}
else if( p->GetId( 2 ) == 0x91 )
{
fameTitle = oldstrutil::format( Dictionary->GetEntry( 1179 ), theTitle.c_str() ) + std::string( " " );
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
else
{
fameTitle = oldstrutil::format( Dictionary->GetEntry( 1180 ), theTitle.c_str() ) + std::string( " " );
}
}
else
{
if( p->GetKills() > cwmWorldState->ServerData()->RepMaxKills() )
{
fameTitle = Dictionary->GetEntry( 1181 ) + std::string( " " );
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
else if( !( theTitle = oldstrutil::removeTrailing( theTitle, "//" )).empty() )
{
fameTitle = oldstrutil::format( Dictionary->GetEntry( 1182 ), theTitle.c_str() );
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - PaperDoll()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Open a characters paperdoll and show titles based on skill,
//| reputation, murder counts, race, ect.
//o------------------------------------------------------------------------------------------------o
2004-08-27 07:07:32 +00:00
void PaperDoll( CSocket *s, CChar *pdoll )
{
CChar *myChar = s->CurrcharObj();
std::string tempstr;
CPPaperdoll pd = ( *pdoll );
UnicodeTypes sLang = s->Language();
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
cScript *toExecute;
std::vector<UI16> scriptTriggers = pdoll->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
// -1 == script doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( toExecute->OnCharDoubleClick( myChar, pdoll ) == 0 )
{
// if it exists and we don't want hard code, return
return;
}
}
}
// Also check global script!
toExecute = JSMapping->GetScript( static_cast<UI16>( 0 ));
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
if( toExecute->OnCharDoubleClick( myChar, pdoll ) == 0 )
{
// if it exists and we don't want hard code, return
return;
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
}
}
std::string skillProwessTitle;
std::string fameTitle;
GetSkillProwessTitle( pdoll, skillProwessTitle );
Small update Fixed an issue with an internal movement check that prevented characters from moving in valid map areas in Felucca/Trammel from X 6144 to X 7168 Fixed an issue where .instanceID property was misspelled in 'xgo GM command script, causing characters to be teleported to an out of bounds area where they would no longer be saved (js/commands/targeting/x.js) Added some additional error-checking to .Teleport()/.SetLocation() JS Method to prevent script-accidents from sending characters out of bounds. Updated Poisoning skill to add poison-charges to weapons being poisoned. Charges are consumed when applying poison in combat (js/skill/poisoning.js) Updated combat code to consume poison-charges if a poisoned weapon is used to poison an opponent Updated shoplists for Blacksmiths and Weaponsmiths - they now buy/sell longswords (dfndata/items/shoplist.dfn) Updated MageShopping shoplist for mage vendors - they now buy/sell mass curse scrolls (dfndata/items/shoplist.dfn) Added new Spawn Region DFN tag that can specify which era or eras of UO (Multiple comma-separated entries supported) a given spawn region is valid for. Spawn region not valid for core shard era will be ignored. Syntax: ERAS=UO,T2A,UOR,LBR,AOS,SE,ML,SA,HS,TOL Added new Spawn Region DFN tag that allows using another spawn region as a "parent". All properties of this parent will be inherited except for these, which are ignored: ERAS, NPCLIST, ITEMLIST, NPC and ITEM. Syntax for new tag: GET=# // Inherit a specified spawn region Added spawn region for animal trainer vendor in Vesper stable Added spawn region for fur trader/tanner vendors in The Best Hides of Britain Added spawn region for spinner vendor in The Lord's Clothier's and The Right Fit shops in Britain Added spawn region for tanner NPC to Nujel'm Tannery (and fixed leatherworker spawn region for same area) Added spawn regions for banker NPCs in East Bank of Britain, First Bank of Moonglow, Jhelom Bank and Jeweler, Bank of Skara Brae Added spawn regions for stables, tailor and blacksmith inside Castle British Added spawn regions for mage shops, mage guilds and farm houses in Moonglow Added spawn regions for misc vendors and townfolk in multiple cities Added spawn regions for Fire Island Updated spawn regions for Dagger Isle/Ice Island Added spawn regions for forests and jungles in southern Britannia and on various islands including Bucc's Den, Moonglow, Serpent's Hold, and misc unpopulated islands Added spawn regions for area east of Skara Brae, around Hedge Maze and south of Britain Added spawn regions for wandering healers outside every dungeon entrance in Britannia and Lost Lands Re-integrated ocean spawn regions for ocean creatures (dolphin, walrus, water elemental, sea serpent) from the original community-based spawn file Added reagent spawns in overworld spawn regions in Britannia/Lost Lands Added special reagent spawns in swamp areas Added additional overworld spawn regions in Britannia/Lost Lands Added spawn regions for Khaldun dungeon that spawn some new and some old NPCs: Old: Zombies, skeletons, skeletal mages, skeletal knights, ancient liches New: Cursed (and named) NPCs, shadowfiends, zealots of khaldun (knights/summoners), tentacles of the harrower Updated size and positions of some existing overworld spawn regions Fixed incorrect spawn region size for small island south of Trinsic Added switch/door puzzle functionality in Khaldun dungeon using new switch/door combo script (js/item/dungeons/switch_door_combo.js) Added "smart objects" in Khaldun dungeon that activate when you come close enough (js/item/dungeons/smart_activate_item.js) Added teleport locations within Khaldun dungeon (js/teleport.scp) Added custom AIs to existing NPC spawning in Khaldun dungeon: Ancient Lich (summons other undead, and can turn into one of them for disguise) Added DFN entries for new NPCs spawning in Khaldun dungeon, some with custom AIs: [tentacles_of_the_harrower] -> Tentacles of the Harrower (life steal) [shadowfiend] -> Shadowfiends (seek out and reveal hidden players) [zealot_knight]/[zealot_summoner] -> Zealots of Khaldun (turn into undead on death, male/female variants) [cursed] -> Cursed (male/female variants) [spectralarmor] -> Spectral Armor Added DFN entries for new (named) NPCs spawning in Khaldun dungeon: [lysander_gathenwale] -> Lysander Gathenwale [grimmoch_drummel] -> Grimmoch Drummel [morg_bergen] -> Morg Bergen [tavara_sewel] -> Tavara Sewel Added new NPC DFN entries: [leatherworker] -> alias for male/female leatherworker vendors [mapmaker] -> alias for male/female mapmaker vendors Added new Race DFN entries: [RACE 29] -> Cursed (enemies of RACE 30) [RACE 30] -> Zealots (enemies of RACE 29) Added new book DFN entries for Khaldun journals of Lysander, Tavara and Grimmoch - available as loot from the respective NPCs (dfndata/misc/books.dfn and dfndata/items/misc/books.dfn) Added 25% chance for hit-animations and hit-SFX to play for targets in combat, instead of playing every time - can get very spammy Monsters with actual weapons equipped (like Ophidian Enforcer with Halberd/Bardiche) will now get appropriate combat SFX for hitting with that weapon Updated Healing skill to base cure/resurrection skill requirements on the calculated skill, rather than base skill (js/skill/healing.js) Fixed an issue where healing with bandages and dying in the process would not properly reset the healing-related tags and skills used Updated healing script to show a resurrection confirmation menu for players targeted with bandages for resurrect (js/skill/healing.js) All skill usage states now reset on death, to prevent cases of players being "busy" while trying to use skills that got stuck due to script bugs. The 'regspawn GM command now supports a new parameter called "max". Updated command syntax: 'regspawn # // perform a single respawn cycle in a specific spawn region 'regspawn all // perform a single respawn cycle across all spawn regions 'regspawn max // respawn ALL spawn regions to MAX capacity in one go Added new UOX.INI setting that determines the maximum range at which NPCs can initiate attacks on players/NPCs (the old MAXRANGE=10 setting now instead defines max range at which players can initiate attacks on players/NPCs): MAXNPCAGGRORANGE=10 Optimized performance by significantly reducing the number of line-of-sight checks performed by characters, especially in combat scenarios, or when evaluating potential targets for NPC AIs. The amount of checks done is also affected by the new ini setting for max aggro range. Fixed an issue where both NPC and player characters would instantly drop one hunger level (from 6 to 5) upon creation since hungerrate was not initialized until after first hunger-event Updated character priv property from UI16 to UI32, and added a new flag that determines if fame/karma title is hidden for character: HIDEFAMEKARMATITLE (0x10000) NPCs will no longer aggro other NPCs if the Z difference between them is greater or equal to 20 (i.e. they're on different floors), unless both are using ranged weapons and both are in range Fixed an issue where players could get discounts from shopkeepers even though neither player nor shopkeeper were members of a NPC guild (js/npc/ai/shopkeeper.js) Fixed an issue where the "premium" a player would get when selling items to a shopkeeper in the same NPC guild as them would be 110% extra on top of the item's value, instead of the intended 10% (js/npc/ai/shopkeeper.js) (Thanks, cobrag0318!) Added missing tall straw hat to tailoring crafting scripts (Thanks, Dragon Slayer!) Improved error reporting during compilation of individual scripts being reloaded - will now show more context and line number onCombatEnd JS Event now also triggers when NPCs ignore their target and/or evade during combat Updated 'decorate command to support saving/loading custom tags on items for world templates. These are stored after a @ symbol in the world template, each custom tag separated by a | symbol, and with each custom tag saved using this syntax: key$type$value Updated resource-harvesting scripts to use script-specific global (const) variables, to avoid interference between different scripts (js/server/resource/*) Added new resource-harvesting scripts and added spawn regions for these in fields on farms all over Britannia/Lost Lands cabbages (js/server/resource/cabbages.js) canteloupes (js/server/resource/canteloupes.js) carrots (js/server/resource/carrots.js) garlic (js/server/resource/garlic.js) gourds (js/server/resource/gourds.js) honeydew melons (js/server/resource/honeydewmelon.js) onions (js/server/resource/onions.js) pumpkins (js/server/resource/pumpkins.js) squashes (js/server/resource/squashes.js) turnips (js/server/resource/turnips.js) watermelons (js/server/resource/watermelon.js) Updated CSpawnRegion::FindItemSpotToSpawn() function in cSpawnRegion.cpp to prevent duplicate spawning of exact same item in exact same location Updated sectionid of all potion and scroll aliases to match main item, so they'll get correctly picked up by NPC shopkeepers (dfndata/items/magic/potions.dfn and scrolls.dfn) Specified sectionid for backpacks, so it also gets applied to packs added using the alias [backpack] (dfndata/items/misc/provisions.dfn) Fixed a code issue that prevented players from selling empty containers to NPC shopkeepers willing to buy such containers Fixed an issue where field-spells (wall of stone, poison field, etc) would ignore dynamic/static items that should block these Fixed an issue where field-spells could be cast into houses from the outside by standing next to a wall and targeting self Fixed a War/Peace-mode desync between client and server by having server always notify client (using war-toggle packet) when the "at war" flag is toggled for player character Fixed an issue with hiding skill that wouldn't allow player to hide after having acquired self as target in combat (through spellcasting, for instance) (Thanks, Dragon Slayer!) Fixed an issue where mana/reagents were consumed and skillcheck performed before all spellcast-validations had succeeded, resulting in the occasional loss of reagents/mana when spellcasting was disallowed (code and js/magic/clumsy.js and level1targ.js) Fixed an issue with lack of criminal-flagging for casting of hostile spells scripted in JS (clumsy, magic arrow, feeblemind) vs blue targets (js/magic/clumsy.js and level1targ.js) Fixed some issues with Line-of-Sight checking code that returned incorrect results, which amongst other things affected spellcasting in areas with uneven terrain Fixed some issues with movement code and climbing of ladders, in particular the rope ladder in the 2-story log cabin. Code now sets a "is climbing" flag when character steps onto a rope ladder, and uses that to help resolve some edge cases, and then unsets it when they step off. Renamed section headers of some map-items in DFNs from "locationname" to "locationnamemap" for clarity (example: "britain" to "britainmap") Fixed broken "map wrapping" when sailing to edges of map in Felucca or Trammel Fixed a server crash related to attempts at reading data from invalid map tiles
2025-06-27 08:40:02 +08:00
if( !pdoll->HideFameKarmaTitle() )
{
GetFameTitle( pdoll, fameTitle );
}
bool bContinue = false;
if( pdoll->IsGM() )
{
tempstr = pdoll->GetName() + " " + pdoll->GetTitle();
}
else if( pdoll->IsNpc() )
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
// Prefix name with fame title, if it exists
if( fameTitle != "" )
{
tempstr = fameTitle;
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
// Then add actual name
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
tempstr += pdoll->GetNameRequest( myChar, NRS_PAPERDOLL );
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
// Append race, if enabled
if( cwmWorldState->ServerData()->ShowRaceInPaperdoll() && pdoll->GetRace() != 0 && pdoll->GetRace() != 65535 )
{
tempstr += " ("s + Races->Name( pdoll->GetRace() ) + ")";
}
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
// Append title, if one exists
if( pdoll->GetTitle() != "" )
{
std::string tempTitle = GetNpcDictTitle( pdoll, s );
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
tempstr += " " + tempTitle;
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
else if( pdoll->IsDead() )
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
tempstr = pdoll->GetNameRequest( myChar, NRS_PAPERDOLL );
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
// Murder tags now scriptable in SECTION MURDERER - Titles.dfn
else if( pdoll->GetKills() > cwmWorldState->ServerData()->RepMaxKills() )
{
2004-08-27 07:07:32 +00:00
if( cwmWorldState->murdererTags.empty() )
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
tempstr = oldstrutil::format( Dictionary->GetEntry( 374, sLang ), pdoll->GetNameRequest( myChar, NRS_PAPERDOLL ).c_str(), pdoll->GetTitle().c_str(), skillProwessTitle.c_str() );
}
9/18/2005 - giwo (0.98-3.0i [3.1 BETA]) Fixed an issue causing RESOURCELOGSRESPAWNTIMER to always use default setting. Moved cSkills::resources into CMapWorlds() allowing it support for multiple worlds. Fixed an issue with SetTempVar() when setting in parts. Made skillnames scriptable via skills.dfn Fixed a crash caused by increasing the total number of skills then loading a previous world. Added support for BUSHIDO and NINJITSU skills (note these are not implemented yet). Enabled support for NECROMANCY, FOCUS, and CHIVALRY (note these are not implemented yet). Removed some superfluous code in uoxstruct.h Added First/Next/Finished wrappers for iterating through lists of Script files. Optimizations to the weather.dfn loading code Optimizations to the skills.dfn loading code. Optimizations to the spells.dfn loading code. Modified loading of creatures.dfn to load entries beyond 2048. Added 5 tags to creatures.dfn in place of BASESOUND and SOUNDFLAGS SOUND_IDLE - The sound the creature makes while standing around SOUND_STARTATTACK - The sound the creature makes when it enters combat SOUND_ATTACK - The sound the creature makes when attacking SOUND_DEFEND - The sound the creature makes when defending SOUND_DIE - THe sound the creature makes upon death Moved Sword use functionality out to JS (for carving kindling, corpses, etc ) Moved Axe use functionality out to JS (for chopping trees, carving corpses, etc ) Added JS item property "carveSection" and method Carve(). Added JS Functions ResourceArea(), ResourceTime(), ResourceAmount() and ResourceRegion() The first 3 can be used to Get/Set system settings, using the options "LOGS" or "ORE" ResourceRegion() returns a resource object allowing JS to modify resource data. Exposed the resource data to the JS engine for modification, props are: logAmount logTime oreAmount oreTime
2005-09-18 09:13:50 +00:00
else if( pdoll->GetKills() < cwmWorldState->murdererTags[0].lowBound ) // not a real murderer
{
bContinue = true;
}
else
{
SI16 mKills = pdoll->GetKills();
size_t kCtr;
for( kCtr = 0; kCtr < cwmWorldState->murdererTags.size() - 1; ++kCtr )
{
9/18/2005 - giwo (0.98-3.0i [3.1 BETA]) Fixed an issue causing RESOURCELOGSRESPAWNTIMER to always use default setting. Moved cSkills::resources into CMapWorlds() allowing it support for multiple worlds. Fixed an issue with SetTempVar() when setting in parts. Made skillnames scriptable via skills.dfn Fixed a crash caused by increasing the total number of skills then loading a previous world. Added support for BUSHIDO and NINJITSU skills (note these are not implemented yet). Enabled support for NECROMANCY, FOCUS, and CHIVALRY (note these are not implemented yet). Removed some superfluous code in uoxstruct.h Added First/Next/Finished wrappers for iterating through lists of Script files. Optimizations to the weather.dfn loading code Optimizations to the skills.dfn loading code. Optimizations to the spells.dfn loading code. Modified loading of creatures.dfn to load entries beyond 2048. Added 5 tags to creatures.dfn in place of BASESOUND and SOUNDFLAGS SOUND_IDLE - The sound the creature makes while standing around SOUND_STARTATTACK - The sound the creature makes when it enters combat SOUND_ATTACK - The sound the creature makes when attacking SOUND_DEFEND - The sound the creature makes when defending SOUND_DIE - THe sound the creature makes upon death Moved Sword use functionality out to JS (for carving kindling, corpses, etc ) Moved Axe use functionality out to JS (for chopping trees, carving corpses, etc ) Added JS item property "carveSection" and method Carve(). Added JS Functions ResourceArea(), ResourceTime(), ResourceAmount() and ResourceRegion() The first 3 can be used to Get/Set system settings, using the options "LOGS" or "ORE" ResourceRegion() returns a resource object allowing JS to modify resource data. Exposed the resource data to the JS engine for modification, props are: logAmount logTime oreAmount oreTime
2005-09-18 09:13:50 +00:00
if( mKills >= cwmWorldState->murdererTags[kCtr].lowBound && mKills < cwmWorldState->murdererTags[kCtr+1].lowBound )
break;
}
if( kCtr >= cwmWorldState->murdererTags.size() )
{
bContinue = true;
}
else
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
tempstr = cwmWorldState->murdererTags[kCtr].toDisplay + " " + pdoll->GetNameRequest( myChar, NRS_PAPERDOLL ) + ", " + pdoll->GetTitle() + skillProwessTitle;
}
}
}
else if( pdoll->IsCriminal() )
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
tempstr = oldstrutil::format( Dictionary->GetEntry( 373, sLang ), pdoll->GetNameRequest( myChar, NRS_PAPERDOLL ).c_str(), pdoll->GetTitle().c_str(), skillProwessTitle.c_str() );
}
else
{
bContinue = true;
}
if( bContinue )
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
tempstr = fameTitle + pdoll->GetNameRequest( myChar, NRS_PAPERDOLL ); //Repuation + Name
// Append race, if enabled
if( cwmWorldState->ServerData()->ShowRaceInPaperdoll() && pdoll->GetRace() != 0 && pdoll->GetRace() != 65535 )
{
tempstr += " ("s + Races->Name( pdoll->GetRace() ) + ")";
}
if( pdoll->GetTownTitle() || pdoll->GetTownPriv() == 2 ) // TownTitle
{
if( pdoll->GetTownPriv() == 2 ) // is Mayor
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
tempstr = oldstrutil::format( Dictionary->GetEntry( 379, sLang ), pdoll->GetNameRequest( myChar, NRS_PAPERDOLL ).c_str(), cwmWorldState->townRegions[pdoll->GetTown()]->GetName().c_str(), skillProwessTitle.c_str() );
}
else // is Resident
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
tempstr = pdoll->GetNameRequest( myChar, NRS_PAPERDOLL ) + " of " + cwmWorldState->townRegions[pdoll->GetTown()]->GetName() + ", " + skillProwessTitle;
}
}
else // No Town Title
{
Thief Revamp - 0.99.6-RC5 Added script for NPC guildmasters (js/npc/ai/guildmaster.js). Only one NPC guild has been setup in the script so far (more can be easily added) - the Thieves Guild - which if joined grants players the ability to steal from other players and to buy disguise kits Added two new NPCs, which there will now spawn one of in a random location in each city in Britannia (felucca facet): m_thief_guildmaster (dfndata/npc/male_human.dfn) f_thief_guildmaster (dfndata/npc/female_Human.dfn) Added two new character properties to keep track of which NPC guild a player (or NPC) belongs to. These properties have been exposed as the following Character JS properties: .npcGuild // ID of NPC guild, as defined in script .npcGuildJoined // Timestamp for when player joined NPC guild Added script for Disguise Kits (js/item/disguisekit.js). These allow members of the Thieves Guild to disguise themselves from the prying eyes of other players. Added two new character properties: .isDisguised // true/false flag for character being disguised .origName // used to store character's original name before disguise went into effect Moved implementation of Stealing skill from code to script (js/skill/stealing.js) and revamped it completely in the process. Changes include: New features: Town rare stealing - any item marked as "special stealable" with new item property .stealable can be stolen, even if it's locked down by a GM on the ground, or inside a container When stealing from item piles, thief can potentially steal the amount of items that makes up the max weight limit for what they can steal, from those piles Chance to successfully steal is now affected by whether there are any characters (NPCs or Players) that witness the attempt. Depends on distance to character, and direction character is facing Players now become "permagrey" when successfully stealing from another player, regardless of whether it's witnessed Players now receive a "stealing" flag when stealing from another player, regardless of whether it's witnessed Stolen items cannot be removed from thief's backpack for 30 seconds following the theft of the item (AoS core shard era and above) Optional AoS feature to steal special consumable items from monsters Updated default stealing rules: Updated calculations to determine chance of success when stealing Players cannot steal while engaged in combat Players are revealed if hidden as soon as they use the stealing skill Players can no longer steal items in the secure trade window Players can no longer steal items from NPC shopkeepers Both hands must be free to steal Stealing now checks line of sight to target player/object Only members of Thieves Guild (NPC guild) can now steal from other players, unless they are guild enemies Players can no longer steal from NPC guards by default Players can no longer steal from the same NPC monster more than once Only gold and gems can be stolen from innocent players in dungeon/ll areas of Felucca, if core shard era is set to AoS or higher Players can no longer steal items held on cursor by other players Orcish masks now eplode if player steals from orcs while wearing it If core shard era is set to LBR or lower, player is marked as an aggressor if they steal from another player Guards can only be called on players that are flagged as criminals within the first 10 seconds of them being flagged Stealing script options: Allow stealing entire containers (off by default pre-AoS) Return stolen items on thief death (off by default) Temporarily make stolen items immovable in thief's backpack (on by default post-AoS) Temporarily protect traded items (on by default) Let dexterity affect chance for successful theft (off by default) Let light level affect chance for successful theft (off by default) Allow stealing from NPC Guards (off by default) Allow stealing special loot from monsters (on by default post-ml) Moved implementation of Snooping skill from code to script (js/skill/snooping.js), with some changes: Players cannot snoop pack animals from inside a house, if the animal is outside The deeper inside main backpack a container sits, the harder it becomes to snoop inside it Included an optional feature that lets targets of snooping gradually become more aware, increasing the difficulty of succeeding. This awareness fades over time. Players have a chance to stay hidden while snooping, based on their Hiding skill Karma is now lowered by snooping regardless of success or failure Added tracking system for "aggressors" in combat. A player attacking someone (regardless of flag status) will be marked as aggressor to that someone for 2 minutes Added tracking system for "permagrey" flags - these are stored on a per-target basis, so a player can be flagged visibly as permagrey to multiple other players. Persists until player dies. Player combat targets and war mode are now cleared on logout Players will now be unable to hide if within visual distance and in line of sight of their attacker or current target in combat Server leave-announcement now only happens after the logout timer has expired, instead of the exact moment the player presses the logout button Fixed an issue that could cause swimming NPCs to swim on land NPCs now have the ability to temporarily ignore unreachable targets in combat. If attacked by someone they are ignoring, they will enter evade state and try to move away from that someone. SpawnRegions now support NPCLISTS with weighted entries. Example of an NPCLIST with 75% chance of spawning some kind of orc, and 25% chance of spawning a ratman archer: [NPCLIST example] { 75|NPCLIST=allorc 25|ratman } Added 3 additional "all purpose" item properties (.more0, .more1 and .more2) and exposed those to JS engine. These work the same as more/morex/morey/morez Mark spell now stores a 4th property on recall runes - instanceID. This is stored in the rune's .more0 property. Recall and Gate spells now check the recall rune (or runebook)'s 4th location property - instanceID - to determine where the player ends up Fixed a server crash related to equipment being automatically unequipped if character is no longer strong enough to have it equipped Added new JS Function to check if any characters at specified location potentially block movement: DoesCharacterBlock( x, y, z, worldNum, instanceID ) // returns true if a character exists at given coordinate (within z +/- 4)
2023-06-20 02:21:16 +08:00
if( !pdoll->IsIncognito() && !pdoll->IsDisguised() && !( pdoll->GetTitle().empty() ))
{
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
if( cwmWorldState->ServerData()->ExpansionCoreShardEra() >= ER_T2A )
{
// Title & Skill
tempstr += " " + pdoll->GetTitle() + ", " + skillProwessTitle;
}
else
{
// Title only
tempstr += " " + pdoll->GetTitle();
}
}
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
else if( cwmWorldState->ServerData()->ExpansionCoreShardEra() >= ER_T2A )
{
UOX3 0.99.6-RC4 Fixed an issue that prevented onBuyFromVendor() and onBoughtFromVendor() JS Events from triggering when attached to NPC shopkeepers Fixed an issue with help gump that prevented password management section from working as intended (js/server/misc/helpgump.js) Fixed an issue where UOX3 would fail to load pre-HS multi.mul files Added chess board to Misc->Games add menu (dfndata/items/ItemMenu.bulk.dfn) Fixed an issue with 'move (alias for 'telestuff) command that referenced the wrong variable name (js/commands/targeting/tele.js) When a player is teleported via the GM 'wholist menu, any pets within range are now also brought along for the ride Consolidated error-reporting for JS Functions, Object Methods and Object Properties to provide more context (scriptID, filename, line number) when something goes wrong Added some missing shield IDs (0xA649, 0xA64A, 0xA831, 0xA832) to IsShieldType() function MAXRANGE item property previously only worked for ranged weapons; now it works for melee weapons too, and potentially allows melee weapons with combat range longer than 1 tile MAXRANGE item property can now be used to define max combat range for melee weapons Fixed an issue (non-critical) with .PlaceInPack() JS Method that would cause UOX3 to try adding items marked for deletion to refreshQueue and spam console with errors Added missing AI scripts to summoned Blade Spirits and Energy Vortexes (dfndata/npc/magicsummon.dfn) Fixed an issue with weight calculation for hireling backpacks (js/npc/ai/hireling.js) Fixed an issue with the 'fix command, which would in most cases set character's Z to -1 regardless of location, but now adheres to map elevation instead Fixed an issue with Pack AI (js/npc/ai/pack_ai.js) that prevented pack members from attacking target correctly (thanks Dragon Slayer) Fixed an issue with DoesMapBlock JS Function that incorrectly checked for 6 function arguments, when it actually requires 8 Fixed an issue with DoesDynamicBlock JS Function that incorrectly checked for 8 function arguments, when it actually requires 9 Fixed an issue with runebook script (js/item/runebook.js) that prevented players from being able to use recall charges without having spellbook with spell in inventory Fixed issues with placement of tall items on ground/floor, and with stacking of items in houses Fixed incorrect alias for woodland armor (dfndata/items/gear/armor/other/armor/wood.dfn - thanks Dragon Slayer) Fixed a critical issue with script context sometimes changing while executing a script, because of events in other scripts being triggered. Affected scripts can be safeguarded against this by the addition of a dummy callback function anywhere in the script: function _restorecontext_() {} Fixed an issue with non-animal pets not gaining loyalty when being fed (thanks Dragon Slayer) Added new JS Object Methods for Chars/Items/Multis to fetch list of custom tags associated with object: .GetTagMap() // Gets list of persistent custom tags associated with object .GetTempTagMap() // Gets list of temporary custom tags associated with object Added new JS commands ('GETTAGMAP and 'GETTEMPTAGMAP) that spits out details of custom tags associated with targeted object (js/commands/custom/misc-cmd.js) Added new JS command ('USEITEM) that acts as a short-cut for double-clicking on targeted item (js/commands/custom/misc-cmd.js) Updated 'ADD # and 'ADD ITEM # JS commands to support targeting a container directly and adding the new item inside (js/commands/targeting/add.js) Updated axe script to only perform lumberjacking skill-check when there's still wood available in a given area, and to play appropriate animations for Gargoyle players (js/item/axe.js) Updated script for gameboards to make generated pieces newbiefied so they won't appear on ground if board decays (js/item/gameboards.js) Updated script for stablemasters to avoid relying on global variables (js/npc/ai/stablemaster.js) Updated names of items crafted with runic hammers to include the material name of the hammers used to craft them (js/skill/craft/crafting_complete.js) Fixed a small issue with Detect Hidden skill that would return the wrong message if players found anyone hiding nearby (js/skill/detecthidden.js) Fixed an issue that prevented tile overrides in dfndata/maps/tiles.dfn from loading properly Added entries for a couple of walls with missing no-shoot flags to tile overrides in dfndata/maps/tiles.dfn Updated JS Method .SoundEffect() to support optional third argument (creatureSoundNum) to play creature-defined sounds from dfndata/creatures/creatures.dfn. New syntax: .SoundEffect( soundID, allHear[, creatureSoundNum] ) // 0=SOUND_STARTATTACK, 1=SOUND_IDLE, 2=SOUND_ATTACK, 3=SOUND_DEFEND, 4=SOUND_DIE Added new Character JS Methods: .SetRandomName( nameListID ) // apply a random name from specified namelist to character .FindItemSection( sectionID ) // find item in player's backpack with specified sectionID Added new Socket JS Method: .OpenContainer() // Opens specified container for socket
2023-05-30 01:47:26 +08:00
// Just Skill
tempstr += ", " + skillProwessTitle;
}
}
}
pd.Text( tempstr );
9/13/2005 - giwo (0.98-3.0h [3.1 BETA]) Modified MapRegions to allow handling of a variable number of words. Added maps.dfn to allow customizing UOX3's map handling. Added MAPCOUNT to the uox.ini to specify the number of maps UOX3 uses. Several major internal changes to the packet handling classes. Fixed several integral problems with the account system causing data corruption. Fixed some issues causing client crashes in the 5.0.x clients. Fixed an issue causing a crash when attempting to add an invalid script item. Fixed an issue causing wierdness for players who log in as a Ghost. Fixed an issue causing a character to continue firing a ranged weapon when out of ammunition. Fixed a possible issue causing monsters to constantly attack animals. Modified character flagging so anything that is not a Human or Animal will never show up as blue. Modified the "isHuman" check to consider a GM body as human. Fixed an issue causing character privledges not to save properly. Modified CSocket pagebuffer, titlebuffer, and authorbuffer to be const correct. Greatly reduced the size of resource.bin (please ensure you delete your old /shared/resource.bin file). Made some minor modifications to reduce the worldfile size: (Note UOX3 is backwards compatible with previous worldfiles and will make these changes automatically) BEARDCOLOUR and BEARDSTYLE is now BEARD=STYLE,COLOUR and is stored in hex. HAIRCOLOUR and HAIRSTYLE is now HAIR=STYLE,COLOUR and is stored in hex. ORIGINALBODYID and ORIGINALSKINID is now ORIGINALID=BODY,SKIN and is stored in hex. SPLIT and SPLITCHANCE is now SPLIT=SPLIT,SPLITCHANCE. QUESTORIGINALREGION and QUESTDESTINATIONREGION is now QUESTREGIONS=ORIGINAL,DESTINATION. NPCWANDER and XNPCWANDER is now NPCWANDER=NPCWANDER,XNPCWANDER. SPATTACK and SpecialAttackDelay is now SPATTACK=SPATTACK,DELAY. PACKITEM, ROBESERIAL, TOWNVOTE, PRIVILEGES, and GUILDFEALTY are all stored in hex.
2005-09-14 05:28:39 +00:00
CChar *mChar = s->CurrcharObj();
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
if( ValidateObject( mChar ) && ( mChar == pdoll ))
{
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
pd.FlagByte( 0x02 | ( mChar->IsAtWar() ? 0x01 : 0x00 ));
}
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
else if( ValidateObject( mChar ) && mChar->IsGM() )
{
9/13/2005 - giwo (0.98-3.0h [3.1 BETA]) Modified MapRegions to allow handling of a variable number of words. Added maps.dfn to allow customizing UOX3's map handling. Added MAPCOUNT to the uox.ini to specify the number of maps UOX3 uses. Several major internal changes to the packet handling classes. Fixed several integral problems with the account system causing data corruption. Fixed some issues causing client crashes in the 5.0.x clients. Fixed an issue causing a crash when attempting to add an invalid script item. Fixed an issue causing wierdness for players who log in as a Ghost. Fixed an issue causing a character to continue firing a ranged weapon when out of ammunition. Fixed a possible issue causing monsters to constantly attack animals. Modified character flagging so anything that is not a Human or Animal will never show up as blue. Modified the "isHuman" check to consider a GM body as human. Fixed an issue causing character privledges not to save properly. Modified CSocket pagebuffer, titlebuffer, and authorbuffer to be const correct. Greatly reduced the size of resource.bin (please ensure you delete your old /shared/resource.bin file). Made some minor modifications to reduce the worldfile size: (Note UOX3 is backwards compatible with previous worldfiles and will make these changes automatically) BEARDCOLOUR and BEARDSTYLE is now BEARD=STYLE,COLOUR and is stored in hex. HAIRCOLOUR and HAIRSTYLE is now HAIR=STYLE,COLOUR and is stored in hex. ORIGINALBODYID and ORIGINALSKINID is now ORIGINALID=BODY,SKIN and is stored in hex. SPLIT and SPLITCHANCE is now SPLIT=SPLIT,SPLITCHANCE. QUESTORIGINALREGION and QUESTDESTINATIONREGION is now QUESTREGIONS=ORIGINAL,DESTINATION. NPCWANDER and XNPCWANDER is now NPCWANDER=NPCWANDER,XNPCWANDER. SPATTACK and SpecialAttackDelay is now SPATTACK=SPATTACK,DELAY. PACKITEM, ROBESERIAL, TOWNVOTE, PRIVILEGES, and GUILDFEALTY are all stored in hex.
2005-09-14 05:28:39 +00:00
pd.FlagByte( 0x02 );
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
s->Send( &pd );
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Only send tooltip if server feature for tooltips is enabled
if( cwmWorldState->ServerData()->GetServerFeature( SF_BIT_AOS ))
{
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
for( CItem *wearItem = pdoll->FirstItem(); !pdoll->FinishedItems(); wearItem = pdoll->NextItem() )
{
if( ValidateObject( wearItem ))
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
CPToolTip pSend( wearItem->GetSerial(), s );
s->Send( &pSend );
}
}
}
}
2004-08-27 07:07:32 +00:00
void MountCreature( CSocket *mSock, CChar *s, CChar *x );
//o------------------------------------------------------------------------------------------------o
//| Function - handleCharDoubleClick()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Handles double-clicks on a character
//o------------------------------------------------------------------------------------------------o
2004-08-27 07:07:32 +00:00
void handleCharDoubleClick( CSocket *mSock, SERIAL serial, bool keyboard )
{
CChar *mChar = mSock->CurrcharObj();
CChar *c = CalcCharObjFromSer( serial );
if( !ValidateObject( c ))
return;
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std::vector<UI16> scriptTriggers = c->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
// -1 == script doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( toExecute->OnCharDoubleClick( mChar, c ) == 0 ) // if it exists and we don't want hard code, return
return;
}
}
if( c->IsNpc() )
{
2021-06-12 07:30:23 -04:00
CItem *pack = nullptr;
if( cwmWorldState->creatures[c->GetId()].MountId() != 0 ) // Is a mount
{
if(( c->IsTamed() && ( c->GetOwnerObj() == mChar || Npcs->CheckPetFriend( mChar, c ))) || mChar->GetCommandLevel() >= CL_GM )
{
if( ObjInRange( mChar, c, DIST_NEXTTILE ))
{
if( mChar->IsDead() )
{
mSock->SysMessage( 381 ); // You are dead and cannot do that.
}
else if( mChar->GetId() != mChar->GetOrgId() )
{
mSock->SysMessage( 380 ); // You cannot ride anything under polymorph effect.
}
else
{
MountCreature( mSock, mChar, c );
}
}
else
{
mSock->SysMessage( 382 ); // You need to get closer.
}
}
else
{
mSock->SysMessage( 1214 ); // You don't own that creature.
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
return;
}
else if( !cwmWorldState->creatures[c->GetId()].IsHuman() && !c->IsDead() )
{
if( cwmWorldState->creatures[c->GetId()].IsPackAnimal() ) // Is a pack animal
{
if( mChar->IsDead() )
{
mSock->SysMessage( 392 ); // You are dead and cannot do that.
}
else if( !ObjInRange( mChar, c, DIST_NEARBY ))
{
mSock->SysMessage( 382 ); // You need to get closer.
}
else
{
pack = c->GetPackItem();
if( mChar->GetCommandLevel() >= CL_CNS || c->GetOwnerObj() == mChar || Npcs->CheckPetFriend( mChar, c ))
{
if( ValidateObject( pack ))
{
mSock->OpenPack( pack );
}
else
{
Console << "Pack animal " << c->GetSerial() << " has no backpack!" << myendl;
}
}
else
{
Skills->Snooping( mSock, c, pack );
mSock->SysMessage( 383 ); // That is not your beast of burden!
}
}
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
return;
}
else if( c->GetNpcAiType() == AI_PLAYERVENDOR ) // PlayerVendors
{
c->TextMessage( mSock, 385, TALK, false ); // Take a look at my goods.
pack = c->GetPackItem();
if( ValidateObject( pack ))
{
mSock->OpenPack( pack, true );
}
return;
}
}
else
{
if( mChar->GetSerial() == serial ) // Double-clicked yourself
{
if( mChar->IsOnHorse() && !keyboard )
{
DismountCreature( mChar ); // If on horse, dismount
return;
}
}
}
PaperDoll( mSock, c );
}
//o------------------------------------------------------------------------------------------------o
//| Function - HandleDoubleClickTypes()
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Date - 2/11/2003
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Runs a switch to match an item type to a function
//o------------------------------------------------------------------------------------------------o
bool HandleDoubleClickTypes( CSocket *mSock, CChar *mChar, CItem *iUsed, ItemTypes iType )
{
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CChar *iChar = nullptr;
CItem *i = nullptr;
UI16 itemId = iUsed->GetId();
bool canTrap = false;
// Begin Check items by type
switch( iType )
{
case IT_NOTYPE:
case IT_COUNT:
0.99.4z+ Fixed incorrect non-combat music entry [MUSICLIST COMBAT] section of dfndata/regions/regions.dfn Added new music section to dfndata/regions/regions.dfn [MUSICLIST DEATH] // Plays music from this list for players who are in the realm of the dead Assigned different MOREZ value to each explosion potion (dfndata/item/magic/potions.dfn) to make distinguishing between them easier Updated item stacking code to disallow stacking items that have different more, morex, morey, morez, buyvalue or sellvalue Fixed issue where monsters would erroneously show context menu entries with skill training options Fixed issue where some iron ore in GM add menu was showing up and being added as a brazier instead Added baseRange and maxRange to 'tweak menu (js/command/targeting/tweak.js) Added new Item property that can be used to associate an item with a custom server event: DFN Tag: EVENT=eventName // Name of event in one word, with no spaces JS Property: .event Updated 'get, 'set, 'tweak and 'areacommand commands to support the new event property Extended 'decorate command with some additional features to support saving, loading and unloading event decorations (example: xmas, halloween, etc): 'decorate saveevent eventName // Save all items with event property matching eventName to event_[eventName].jsdata 'decorate loadevent eventName // Load all items from event_[eventName].jsdata and assign eventName to their event property 'decorate unloadevent eventName // Clear up all items associated with eventName Added some new house addons to house.dfn, and in the 'add menu, under Deeds > Houseaddon Deeds: loom (south) small forge anvil (south/east) spinning wheel (north/south/east/west) small bed 1 (south/east) small bed 2 (south/east) large bed 1 (south/east) large bed 2 (south/east) training dummy (east) training dummy (south) pickpocket dip 1 (east) pickpocket dip 2 (east) dresser (east) // Disabled, doesn't work as container after being turned into addon dresser (south) // Disabled, doesn't work as container after being turned into addon abattoir (stone pentagram) flour mill (east) flour mill (south) oven (east) oven (south) large forge (east) large forge (west) large forge (north) large forge (south) Updated some house addons (bear rugs, pentagram) to be added from top-left to bottom right, for more consistency when placing items Added a code-check when placing house-addons to see if there's space in multi to place addon at selected location, starting from coordinates of target location and checking tiles east and south of that location based on the addon's SPACEX and SPACEY settings in house.dfn Added new script (js/server/house/houseAddonUse.js) that will restore the double-click functionality of some house addons that would lose their regular functionality in the process of becoming house addons, as their item type changed. The same script also adds some extra functionality to a couple of other house addons (looms and spinning wheels), allowing players to choose between using the addons and then targeting materials like yarn or wool or using the materials and then targeting the addons Fixed an issue with the interior decorator tool that would allow using it outside one's house Updated dictionary files
2021-10-31 10:43:24 +08:00
case IT_HOUSEADDON:
return false;
case IT_CONTAINER: // Container, Backpack
case IT_SPAWNCONT: // Item spawn container
canTrap = true;
[[fallthrough]]; // Indicate to compiler that fallthrough is valid to suppress warning
case IT_UNLOCKABLESPAWNCONT: // Unlockable item spawn container
case IT_TRASHCONT: // Trash container
bool packOpened;
packOpened = false;
CBaseObject *baseCont;
ObjectType objType;
baseCont = FindItemOwner( iUsed, objType );
if( !ValidateObject( baseCont ))
{
baseCont = iUsed;
}
if( ValidateObject( baseCont ))
{
if( baseCont->CanBeObjType( OT_ITEM ))
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
CMultiObj * baseContMultiObj = baseCont->GetMultiObj();
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if( baseContMultiObj == nullptr || mChar->GetMultiObj() == baseContMultiObj )
{
if( baseContMultiObj && baseContMultiObj->IsSecureContainer( static_cast<CItem *>( baseCont )) && !mChar->GetMultiObj()->IsOnOwnerList( mChar ))
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
{
mSock->SysMessage( 9011 ); // That container is secure. You cannot use this unless you are the owner.
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
return true;
}
else
{
mSock->OpenPack( iUsed );
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
packOpened = true;
}
}
}
else
{
iChar = static_cast<CChar *>( baseCont );
if( ValidateObject( iChar ))
{
if( mChar == iChar || mChar == iChar->GetOwnerObj() )
{
if( iChar->GetNpcAiType() == AI_PLAYERVENDOR ) // PlayerVendors
{
mSock->OpenPack( iUsed, true );
}
else
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
{
if( mChar->GetPackItem() == iUsed )
{
mChar->SetWeight( Weight->CalcCharWeight( mChar ));
}
mSock->OpenPack( iUsed );
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
}
}
else if( iChar->GetNpcAiType() == AI_PLAYERVENDOR ) // PlayerVendors
{
mSock->OpenPack( iUsed, true );
}
else
{
CItem *rootItem = FindRootContainer( iUsed );
if( ValidateObject( rootItem ) && rootItem->GetType() == IT_TRADEWINDOW )
{
mSock->OpenPack( iUsed, true );
}
else
{
Skills->Snooping( mSock, iChar, iUsed );
}
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
packOpened = true;
}
}
}
if( packOpened )
{
19/03/2012 - Xuri (0.99) Fixed various errors in JS/MAGIC/level1targ.js Added support (but no functionality) for Spellweaving, Imbuing, Mysticism and Throwing skills in code and skills.dfn) Updated kindling.js and added bedroll.js (original by dragon slayer, rewritten by Xuri) to support secure logouts from camping Updated dictionary-files with new system messages related to the camping-skill Added container-gump support for container items like bones and various SE/SA-related containers Corrected sound-effect played when dropping items into baskets of various kinds Made cut-up-leather and furs pileable in DFNDATA/ITEMS/SKILLS/RESOURCES/leatherworking.dfn (dragon slayer) Added additional lootlists for tinkerparts, instruments, tools, vegetables, clothing, reagents and potions in DFNDATA/ITEMS/lootlists.dfn (dragon slayer) Updated JS/ITEM/food.js so bowls, plates, etc will be left behind instead of eaten along with the food (dragon slayer) Added empty wooden bowls to DFNDATA/ITEMS/BUILDING/DECS/kitchen.dfn Updated DFNDATA/MAPS/tiles.dfn with proper height-override values for rope ladders - should be 22 not 10 Fixed a bug where NPCs would continue following and attacking characters that turned invisible/hidden Players who turn invisible will now stop swinging at nearby targets in combat Fixed a bug where players could equip both one-hander and two-hander weapons at the same time Fixed a bug where newly created characters could end with two conflicting weapons equipped at the same time Added additional deed/boat-model IDs to "modelmulti"-list in DFNDATA/ITEMS/itemtypes.dfn to make these usable as house/boat-deeds Added fix to properly set the mounted-state for NPCs that spawn with a mount-item pre-equipped Fixed issue where there was no distance-check on Field-spells. They now use CombatMaxSpellRange setting from UOX.INI like other spells Fixed issue where the wrong GFX would be displayed for Field-spells aligned north/south Fixed issue where NPCs without fencing or swordsmanship would not be allowed to poison anyone in combat. Tough luck, spiders! Fixed issue with some NPCs using invalid values for POISONSTRENGTH. The valid range of poisons goes from 1 (weak) to 4 (deadly). Added three new sections to DFNDATA/NEWBIE/newbie.dfn - [DEFAULT ELF MALE], [DEFAULT ELF FEMALE] and [DEFAULT ALL] Added item and character-direction to ISTATS and CSTATS commands in JS/COMMANDS/TARGETING/gumps.js Fixed an issue where containers with specific MORE values were interpreted as being trapped. Trapped containers now use MOREZ instead of MORE. Fixed some issues with boat-movement (drifting/turning left/right, in particular) being blocked in cases where it shouldn't be Fixed an issue where boat-commands to drift left/right could be spammed to move boat at high speeds. Now limited to normal boat speed multiplied by 1.5 Fixed an issue where static water tiles would block placement of boats Fixed Tillerman-location on large ships turned southwards Fixed an issue with JS/NPC/AI/stablemaster.js where, in specific circumstances, claiming stabled pets by name didn't work Nearby pets will now teleport along with their owner into/onto houses/boats when those are placed Fixed some cases in JS/MAGIC/clumsy.js where it tried to send sysmessages through sockets, to NPCs - who have no such thing Added torches to ProvisionerShopping shoplist in DFNDATA/ITEMS/shoplist.dfn Moved TurnTorward() method in JS/ITEM/axe.js to after the area resource-check, so player only turns if there is chopping to be done Reduced chance of creature-sounds playing slightly. The more creatures, the higher the chance a sound will play. Parts of movement code rewritten to solve Z-related issues (xantier) Fixed various other issues with the walking-code Removed hacky workaround for bug with NPC pathfinding leading to queues of NPCs all lined up, replaced by proper pathfinding Made some tweaks to various parts of the NPC pathfinding code Reduced default maxSteps variable in advanced pathfinding routine from 1000 steps to 500 steps for performance reasons The maxSteps variable will also increase/decrease depending on the type of movement the pathfinding is for Added a safeguard against NPCs repeatedly failing at advanced pathfinding and slowing down the server as a result. Now resets their NPCWANDERMODE on critical failures. Added an internal counter for NPCs called "failPath", which increases whenever the NPC is blocked from moving when server thinks it has a valid path. Once it reaches a certain threshold, NPC can push past a blocking character, or alternatively stop whatever it's doing (fleeing, following, etc). Advanced Pathfinding will now take into account characters blocking the way when generating valid paths - no more queued up NPCs in long lines! Enabled pathfinding in water for water-walking creatures NPCs that fail to pathfind while fleeing will abort fleeing and re-engage their opponent in combat NPCs that fail to pathfind while in combat will abort combat and enter a state of "evasion" for a short time, during which ...Other characters wont block their movement ...They can't be attacked ...They won't attack anyone ...They'll try to move back to their bounding box, if they have one Added some randomization in how NPCs pick their targets in combat, so not all NPCs pick the same target at the same time MAX_VISRANGE and DEFSOCK_RANGE increased from 15 to 18 to better deal with item-updates in higher-resolution clients JS events OnDeathBlow and OnDispel can now be used to override death and/or dispelling of summoned creatures (and magical fields), by returning false from the script Note that for OnDeathBlow overriding code means that things like fame/karma-calculations and criminal/murderer-flags and timers need to be manually set in the script Improvements to LineOfSight-code: LoS no longer checks against a hardcoded list of items, but instead uses tiledata-flags (missing flags can be overriden through tiles.dfn) LoS-checks will no longer be done for NPCs against targets that have visible status VT_PERMHIDDEN or VT_GHOSTHIDDED LoS-checks should now work more consistently - no more NPCs aggroing players through walls! (Eolirin) Note that this also has a benefit for server performance, as less aggroing NPCs mean less unneccesary attempts at NPC pathfinding! Fixed incorrect offset on upstairs door in 2-story villa in DFNDATA/HOUSE/house.dfn Added house-deed for Farmer's Cabin, and added this to the house-deeds itemmenu (DFNDATA\HOUSE\house.dfn and DFNDATA\ITEMS\ItemMenu.bulk.dfn) Added support for INVISIBLE tag for house-items in DFNDATA\HOUSE\house.dfn. Allows adding invisible items to houses. Added invisible wooden floor tile in second floor of 2 Story Log Cabin house to fix moving up rope ladder (DFNDATA\HOUSE\house.dfn) Fixed sign-placement for 2 Story Log Cabin house (DFNDATA\HOUSE\house.dfn) Updated methods for detecting client-versions for incoming connections, and how these are stored on the socket object Added support for Stygian Abyss clients (classic version only, from v6.0.14.2 to 7.0.8.2) Added support for High Seas clients (classic version only, from v7.0.9.0 to 7.0.15.1?) Added support for creation of SA-specific Gargoyle-characters if client and server support this through CLIENTFEATURES and SERVERFEATURES bits NOTE: Gargoyle-specific features and/or special-cases are not yet implemented! Highly experimental. Added support for the SA-specific map (map5.mul - Termur) to DFNDATA/MAPS/maps.dfn Added support for extended itemIDs (0x3FFF to 0xFFFF) used in SA and HS clients. Maximum supported depends on size of tiledata run on the server. Added support for reading new versions of tiledata.mul and multi.mul. No settings needed, version-handling taken care of automatically. Added support for New Object Information packet (0xF3) via CPNewObjectInfo packet class. This replaces packet 0x1A in client-versions 7.0+, and enables displaying items and multis with IDs extending beyond 0x3FFF Added support for packet 0xD7, SubCommand 0x28 - Guild button on paperdoll, which gives access to guild-functions if character belongs to a guild. Can be enabled/disabled through UOX.INI setting PAPERDOLLGUILDBUTTON=0/1. Defaults to 0. Updated packet 0x88 to properly show combat-status of character in paperdoll Updated packet 0xBA (Tracking Arrow) for HS clients - from 6 bytes to 10 bytes, to include target serial. Updated packet 0x99 (Multi Placement) for HS clients - from 26 to 30 bytes, to include multi hues. Added new NPCAI for passive NPCs who can be attacked, but will never attack back: AI_PASSIVE = 7 Updated Wall of Stone-spell to no longer place walls on the same tiles as where characters are standing Added brute-force updating of character's total weight when main backpack is opened, as a quick-fix for broken character weights Updated packet 0xA9 (Character List/Starting Locations) with UO:SA and UO:HS-specific handling. Updated packet 0x24 (Draw Container, from 7 to 9 bytes) to support Container Type-flag in UO:HS clients, to ensure that containers, spellbooks and vendors continue working. Changed the upper limit for the amount of stamina that can contribute to faster attack-speeds (for NPCs only) from 100 to 300 This increases their maximum theoretical attack-speed from attacking every 1.5 seconds to roughly every 0.75 seconds Fixed incorrect Meditation skill-entry for lich NPCs (DFNDATA\NPC\undead.dfn) - was set to max 9500 (950.0), should have been 950 (95.0) Earthquake-spells will no longer affect mounted targets, animation-wise Added new UOX.INI option to determine whether attack-speed bonuses are gained from Stamina (default) or Dexterity: ATTACKSPEEDFROMSTAMINA=1/0 Added new UOX.INI option to control the displaying of damage-numbers in combat (previously used DISPLAYHITMSG for numbers too): DISPLAYDAMAGENUMBERS=1/0 Implemented better support for Yell (1.5 * normal speech distance) and Whisper (1 tile distance for players, 3 for GMs) Whispering will no longer take hidden players out of hiding Normal players can no longer see regular speech from permanently hidden GMs or Counselors Normal players can see whispers from permanently hidden GMs or Counselors, if they're within distance (3 tiles) Added a new section to UOX.INI - [clientsupport] - along with the following settings to determine approved client-versions for the server: CLIENTSUPPORT4000=0/1 CLIENTSUPPORT5000=0/1 CLIENTSUPPORT6000=0/1 CLIENTSUPPORT6050=0/1 CLIENTSUPPORT7000=0/1 CLIENTSUPPORT7090=0/1 CLIENTSUPPORT70160=0/1 CLIENTSUPPORT70240=0/1 NOTE: Each of these settings represent a range of clients, not just the individual versions mentioned. This means that CLIENTSUPPORT4000, for instance, will allow or disallow connections from clients 4.0.0 to 4.0.11f. Also note that while it is possible to enable support for all clients at the same time, it highly recommended to restrict support for client versions that match up to what the server is running. Fixed various issues with the skill-gump (crashes) and skill-locks (not working/showing weird gumps instead of arrows/lock) Added new UOX.INI option: EXTENDEDSTARTINGSTATS=0/1 If enabled, makes new characters start with 90 statpoints (selectable in clients 7.0.16.0+ only, lower versions only get 90 if using templates) instead of 80. Added new UOX.INI option: EXTENDEDSTARTINGSKILLS=0/1 If enabled, allows for four starting skills (selectable in clients 7.0.16.0+ only, lower versions only get 4th skill if using templates) instead of three Added (very) experimental support for UO:Enhanced clients v4.0.23.1+ Did some minor code-cleanup stuff, including but not limited to: Reduced scope of some local variables to where they are actually needed/used Changed some const std::strings function parameters to references instead of values Changed some "stuff.size() == 0"-checks to "stuff.empty()" Changed some "stuff.size() != 0"-checks to "!stuff.empty()" Removed some variables that were initialized but never used Increased world-loading speeds by ~35-40%, and saving by ~30-35% (your mileage may vary, this was tested on Windows 7, on an SSD) Included <climits> in mapstuff.h and <stdlib.h> in cDice.cpp to fix a compiling issue in Linux Updated some JS Console Methods in JS/COMMANDS/consoletest.js Made the WIPEABLE bit a member of cBaseObj instead of cItem, so it can be used by both items, spawners, characters and multis - though only works for items and spawners atm Updated the 'WIPE command to not delete non-wipeable items and spawners Fixed a crash-bug in JS/COMMANDS/gumps.js where the 'ISTATS command could crash the server if used on a spawner-object with no spawnsection set Fixed read-only books (setup through DFNDATA/MISC/books.dfn) by updating the MORE dfn-tags in DFNDATA/ITEMS/MISC/books.dfn Implemented support for automatically renaming books when the book titles are updated by players Fixed broken Bulletin Boards - should no longer freeze the client, and can actually be used for posting messages again Disabled MsgBoardMaintenance() in CWorldMain::CheckAutoTimers() until someone can figure out why they break bulletin boards Added a new NPCLIST (escorts) to DFNDATA/NPC/npclists.dfn, and an NPC escort spawner to DFNDATA/ITEMS/GMMENU/spawners.dfn (dragon slayer) Added Ter'Mur Map Area (REGION 250) to DFNDATA/REGIONS/regions.dfn Added code to shut down UOX3 (instead of crashing later on) if it fails to load any regions from region DFN scripts Changed all references to MAP in DFNDATA/REGIONS/regions.dfn to WORLD (which unlike MAP is actually read by UOX3 in this file) Fixed an issue in JS/SKILL/TAILORING/scissors.js where the script was referencing socket, but should have referenced pSock (dragon slayer) Updated JS/teleport.scp with teleport-locations for new maps (dragon slayer) Updated JS/teleport.scp with fixes for a whole bunch of old locations, and added some missing ones Added layers to DFNDATA/ITEMS/MISC/jewelry.dfn (dragon slayer) Added ML-era weapons to JS/SERVER/DATA/weapontypes.js (dragon slayer) Added code-support for SA-era weapons, and added them to JS/SERVER/DATA/weapontypes.js and JS/jse_objectassociations.scp Updated House-gump in DFNDATA/MISC/gumps.dfn (dragon slayer/Blue Dragon) Updated JS/ITEM/sword.js to use CreateDFNItem instead of CreateBlankItem for raw fish steaks and kindling (dragon slayer) Added cutting hides into leather through JS/SKILL/TAILORING/scissors.js (dragon slayer) Added MAPUOPWRAP tag to DFNDATA/MAPS/maps.dfn - only used by clients 7.0.24+ Added support for reading map#LegacyMUL.uop files (regular map#.mul files with a uop header) in clients 7.0.24+ Fixed an issue where an NPC knowing too many skills could crash UOX3 if when listing them in response to a player Players can now train skills from NPCs using the "train <skill>" phrases. Corrected coordinates for REGION 75 (Destard) Disabled detection of keypress "0" in JS/CONSOLE/console.js so UOX3 will actually reload all scripts when pressing 0 Moved reloading of JS/teleport.scp from the already slow DFN-reload (console option 7) to the much faster Regions-reload (console option 4) Fixed an issue where some creatures with ANTIBLINK tag set in UOX3/DFNDATA/CREATURES/creatures.dfn would play get-hit animations as attack-animations Added numerous creatures to DFNDATA/CREATURES/creatures.dfn, though some only have placeholder icons and sounds. Updated various UOX3 documentation (installation, configuration, server-settings, JavaScript docs)
2012-03-19 11:34:11 +00:00
if( canTrap && iUsed->GetTempVar( CITV_MOREZ, 1 ))// Is trapped
{
Magic->MagicTrap( mChar, iUsed );
}
}
else
{
mSock->SysMessage( 400 ); // You are too far away!
}
return true;
case IT_CASTLEGATEOPENER: // Order gate opener
i = CalcItemObjFromSer( iUsed->GetTempVar( CITV_MORE ));
if( ValidateObject( i ))
{
if( i->GetType() == IT_CASTLEGATE )
{
if( i->GetTempVar( CITV_MOREZ ) == 1 )
{
i->SetTempVar( CITV_MOREZ, 2 );
i->SetZ( i->GetZ() + 17 );
}
else if( i->GetTempVar( CITV_MOREZ ) == 2 )
{
i->SetTempVar( CITV_MOREZ, 1 );
i->SetZ( i->GetZ() - 17 );
}
}
}
return true;
case IT_LOCKEDCONTAINER: // Locked container
case IT_LOCKEDSPAWNCONT: // locked spawn container
mSock->SysMessage( 1428 ); // This item is locked.
return true;
case IT_SPELLBOOK: // Spellbook
i = mChar->GetPackItem();
if( ValidateObject( i ))
{
if(( iUsed->GetCont() == i || iUsed->GetCont() == mChar ) || iUsed->GetLayer() == IL_RIGHTHAND )
{
Magic->SpellBook( mSock );
}
else
{
mSock->SysMessage( 403 ); // If you wish to open a spellbook, it must be equipped or in your main backpack.
}
}
return true;
2023-10-30 19:27:30 -05:00
case IT_SPELLCHANNELING: // Spell Channeling
return true;
case IT_MAP: // Map
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
{
CPMapMessage m1;
CPMapRelated m2;
m1.KeyUsed( iUsed->GetSerial() );
m1.GumpArt( 0x139D );
m1.UpperLeft( 0, 0 );
m1.LowerRight( 0x13FF, 0x0FA0 );
m1.Dimensions( 0x0190, 0x0190 );
mSock->Send( &m1 );
m2.ID( iUsed->GetSerial() );
m2.Command( 5 );
m2.Location( 0, 0 );
m2.PlotState( 0 );
mSock->Send( &m2 );
return true;
}
Misc small fixes Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page. Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books. Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15% Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client Fixed an issue with converting a house from public to private while there were player vendors in the house Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors. Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though. Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)! Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions. Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
case IT_BOOK: // Readable book
if( iUsed->GetTempVar( CITV_MOREX ) != 666 && iUsed->GetTempVar( CITV_MOREX ) != 999 )
{
Books->OpenPreDefBook( mSock, iUsed );
}
else
{
Books->OpenBook( mSock, iUsed, ( iUsed->GetTempVar( CITV_MOREX ) == 666 ));
}
return true;
case IT_MAGICWAND: // Magic Wands
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, true ))
return true;
if( iUsed->GetTempVar( CITV_MOREZ ) != 0 )
{
mSock->CurrentSpellType( 2 );
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
if( Magic->SelectSpell( mSock, iUsed->GetTempVar( CITV_MOREY )))
{
iUsed->SetTempVar( CITV_MOREZ, iUsed->GetTempVar( CITV_MOREZ ) - 1 );
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
if( iUsed->GetTempVar( CITV_MOREZ ) == 0 ) // Number of charges have dropped to zero
{
iUsed->SetType( IT_NOTYPE );
iUsed->SetTempVar( CITV_MOREX, 0 );
iUsed->SetTempVar( CITV_MOREY, 0 );
iUsed->SetOffSpell( 0 );
}
14/12/2011 - Xuri (0.98-4.0i) Fixed an issue causing errors when compiling in VS 2008 Express and newer (giwo) Added some exception-handling to cScript::DoCallback() in cScript.cpp (spdddmn) Added NPCWANDER-type 5 (WT_FROZEN) - which will stop NPCs from moving. Useful for reapers and corpsers and such. Added support for six new JS events: onBuy( socket, objVendor ) - triggers for vendor before tradegump is opened. Can be used to restrict vendor access. onSell( socket, objVendor ) - triggers for vendor before tradegump is opened. Can be used to restrict vendor access. onBuyFromVendor(socket, objVendor, objBought ) - triggers for item while item is being bought from an NPC vendor; return false in script to block sale, defaults to true onBoughtFromVendor( socket, objVendor, objBought ) - triggers on item after purchase has gone through and item has reached the player's backpack onSellToVendor( socket, objVendor, objSold ) - triggers for item while item is being sold to an NPC vendor; return false in script to block sale, defaults to true onSoldToVendor( socket, objVendor, objSold ) - triggers on item after sale has gone through and item has reached the vendor's boughtpack Included CJSMapping.h and cScript.h in vendor.cpp to support new JS events Added onBoughtFromVendor JS events to pet-statue scripts in JS/NPC/PETS/ to automagically turn statues into live pets immediately after being bought Added a NULL-check in CJSEngine::AquireObject() in CJSEngine.cpp (spdddmn) Added an extra check to CPISellItem to make sure the character trying to sell items still owns those items when accepting trade (Added a temporary workaround for NPC pathfinding with long queues of NPCs trying to reach the same target) Added new DFN tags for ranged weapons, defining ammunition id required (color optional) and missile-effect id played (color/rendermode optional): AMMO=id (color) AMMOFX=id (color rendermode) Added AMMO and AMMOFX tags to ranged weapons in archery.dfn, aos_weapons.dfn, se_weapons.dfn and baseitem.dfn Added support for Fukiya blowguns as an Archery weapon in code Added new item DFN tag (and JS item property) to define maximum amount of stones (weight) a container can hold (replaces hardcoded value): WEIGHTMAX=# (defaults to 40000 - or 400.00 stones - for all containers) Added container-capactity information to item tooltip Added "Locked Down" text to item tooltips for locked down items. Refresh seems funky though. Fixed an issue where tooltips would display the current weight of and amount of items being spawned by container-spawners Fixed a server crash caused by the Item Identification-skill when used on items of type 15 - IT_MAGICWAND Fixed item-tooltip that describes remaining charges on an item of type 15 - IT_MAGICWAND. Fixed an issue with the JS Method Open for File Objects where it wouldn't allow opening files for appending or writing, only reading Fixed name in addmenu for item 0x0F64 (unused torch) Fixed TrainerShopping list in DFNDATA/ITEMS/shoplist.dfn - now refers to actual animal-statue items in DFNs Fixed DIR values for various wall sconces (DFNDATA/ITEMS/lighting.dfn) and heating stands (DFNDATA/SKILLS/TOOLS/alchemy.dfn) Fixed some incorrect scriptIDs for lightsources in jse_fileassociations.scp and jse_objectassociations.scp Fixed broken smithing of agapite items due to duplicate item-numbers between agapite and gold crafting DFNs (DFNDATA/CREATE/smithing_agapite.dfn) Fixed 'SETRACE command, no longer tries to use non-existing method to set character's race (JS/COMMANDS/setrace.js) Fixed some confusion with how vendor buy/sell backpacks were handled internally in code Fixed an issue where onCreate JS scripts would not run for duped items Updated dictionary-files with some more messages, including a missing systemmessage used to inform of remaining amount of lockdowns in houses Changed MAX_NAME to a 128 byte limit to support long item names. Changed JS scripts for lights to save DIR to MOREX when turning light off, and load DIR from MOREX when turning on. Sets default DIR if no MOREX value can be found. Changed some items spawned through code to use CreateScriptItem (DFN based) instead of CreateItem (Tiledata-based): Leftover arrows and crossbow-bolts that appear on ground during combat All cases where gold coins are spawned (newbie gold, random fishing, gravedigging, result of trading, NPC escort reward, etc) Ingots created from smelting items Resurrection robes (DFN entry added to DFNDATA/ITEMS/GEAR/CLOTHING/clothing.dfn for potential tweaking) The empty bottles that appear after using a potion will now be DFN based (JS/ITEM/potion.js) Fixed an error in JS/ITEM/diceandcup.js (dragon slayer) Made spawners of type IT_AREASPAWNER (69) use the MORE value ('set more 0x0000XXYY) to determine offset area to spawn in Corrected hit sounds for bows and crossbows, were using dart sound Changed miss-sound for bows and crossbows to make them different from melee weapon misses Randomized impact-sounds for melee weapons Randomized get-hit sounds for male and female human characters Revamped spell-damage and magic-resist systems: Added new function in magic.cpp to calculate spell-damage after magic-resist and eval-int vs resist-check: SI16 CalcSpellDamageMod( CChar *caster, CChar *target, SI16 baseDamage, bool spellResisted ) Updated cMagic::CheckResist() with magic resistance formulas based on pre-AoS information Added BASEDMG tag to a number of spells in DFNDATA/SPELLS/spells.dfn. For damage-spells, it's the maximum potential basedamage done before bonuses (or penalties) based on target resist, caster eval int and item resistances. For healing spells, it's the maximum potential basehealing done before potential bonuses Damage-spells updated to use new methods for calculating damage and magic resistances, both of which should now be close to pre-AoS implementation Changed Chain Lightning and Meteor Swarm spells to split the total damage done between all targets Mind Blast changes: Mind Blast will now never exceed 60% of target max-health, nor above 120% of BASEDMG If target's Int stat makes out a larger percentage of his/her total stats (Sum of Str, Dex, Int) than the caster's, spell backfires onto caster Debuff-spells like Clumsy, Feeblemind, Weaken and Curse can no longer be fully resisted. Resisting will halve the effect-duration instead. Spells will now only do double damaga against non-human NPCs (monsters and animals) Exposed CombatExplodeDelay to UOX.INI, and changed the default delay between targeting and damage for the Explosion spell from 0 to 2 seconds Updated JS/MAGIC/level1targ.js with new magic damage and resist system, and added noNeedReags check on caster to potentially skip reagent checks Fixed (visual-only) issue where damage-numbers would display over head of caster twice if caster was also target Added JS Spell property "name" - can be used to get the name of a spell as defined in the dictionary-files (entries 593-662)
2011-12-14 11:29:35 +00:00
//Update item so player will see how many charges remain (if any)
iUsed->Dirty( UT_UPDATE );
}
}
return true;
case IT_TOWNSTONE: // Townstone and Townstone Deed
if( itemId == 0x14F0 ) // Check for Deed
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, false ))
return true;
2021-06-12 07:30:23 -04:00
Items->CreateScriptItem( nullptr, mChar, "townstone", 1, OT_ITEM );
iUsed->Delete();
}
else // Display Townstone gump
{
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
CTownRegion *useRegion = iUsed->GetRegion();
2021-06-12 07:30:23 -04:00
if( useRegion != nullptr )
{
useRegion->DisplayTownMenu( iUsed, mSock );
}
}
return true;
case IT_RECALLRUNE: // Recall Rune
if( iUsed->GetTempVar( CITV_MOREX ) == 0 && iUsed->GetTempVar( CITV_MOREY ) == 0 && iUsed->GetTempVar( CITV_MOREZ ) == 0 ) // changed, to fix, Lord Vader
{
mSock->SysMessage( 431 ); // That rune is not yet marked!
}
else
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, false ))
return true;
mSock->SysMessage( 432 ); // Enter new rune name.
mChar->SetSpeechItem( iUsed );
mChar->SetSpeechMode( 7 );
}
return true;
case IT_OBJTELEPORTER: // Object Teleporter
if( ObjInRange( mChar, iUsed, DIST_NEARBY ))
{
mChar->SetLocation( static_cast<SI16>( iUsed->GetTempVar( CITV_MOREX )), static_cast<SI16>( iUsed->GetTempVar( CITV_MOREY )), static_cast<SI08>( iUsed->GetTempVar( CITV_MOREZ )));
}
return true;
case IT_MAPCHANGEOBJECT:
SocketMapChange( mSock, mChar, iUsed );
return true;
case IT_MORPHOBJECT: // Morph Object
mChar->SetId( static_cast<UI16>(iUsed->GetTempVar( CITV_MOREX )));
iUsed->SetType( IT_UNMORPHOBJECT );
return true;
case IT_UNMORPHOBJECT: // Unmorph Object
mChar->SetId( mChar->GetOrgId() );
iUsed->SetType( IT_MORPHOBJECT );
return true;
case IT_PLANK: // Planks
if( ObjInRange( mChar, iUsed, DIST_INRANGE ))
{
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
auto plankStatus = iUsed->GetTag( "plankLocked" );
if( plankStatus.m_IntValue == 1 ) // Is plank locked?
{
auto iMulti = iUsed->GetMultiObj();
auto mMulti = mChar->GetMultiObj();
if( ValidateObject( iMulti ) && ValidateObject( mMulti ) && iMulti == mMulti )
{
// Allow opening plank for disembarking purposes if player is onboard boat
switch( iUsed->GetId() )
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
// Open the plank visually
case 0x3EE9: iUsed->SetId( 0x3E84 ); break;
case 0x3EB1: iUsed->SetId( 0x3ED5 ); break;
case 0x3EB2: iUsed->SetId( 0x3ED4 ); break;
case 0x3E8A: iUsed->SetId( 0x3E89 ); break;
case 0x3E85: iUsed->SetId( 0x3E84 ); break;
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
// Exit from the open (but locked) plank
case 0x3E84: [[fallthrough]];
case 0x3ED5: [[fallthrough]];
case 0x3ED4: [[fallthrough]];
case 0x3E89: PlankStuff( mSock, iUsed ); break;
default: return true;
}
// Start a timer to auto-close the plank
mSock->SysMessage( 9144 ); // You open the plank, though it's still locked.
iUsed->SetTempTimer( BuildTimeValue( 5.0 ));
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
else
{
// Plank is locked! Tough luck
mSock->SysMessage( 398 ); // Locked
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
}
else
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
// Plank is unlocked! Open the plank, or use it to disembark
switch( iUsed->GetId() )
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
case 0x3EE9: iUsed->SetId( 0x3E84 ); break;
case 0x3EB1: iUsed->SetId( 0x3ED5 ); break;
case 0x3EB2: iUsed->SetId( 0x3ED4 ); break;
case 0x3E8A: iUsed->SetId( 0x3E89 ); break;
case 0x3E85: iUsed->SetId( 0x3E84 ); break;
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
default: PlankStuff( mSock, iUsed ); return true;;
}
mSock->SysMessage( 2031 ); // You open the plank
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
}
else
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
mSock->SysMessage( 399 ); // You can't reach that!
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
return true;
case IT_FIREWORKSWAND: //Fireworks wands
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, true ))
return true;
if( iUsed->GetTempVar( CITV_MOREX ) == 0 )
{
mSock->SysMessage( 396 ); // That is out of charges!
return true;
}
iUsed->SetTempVar( CITV_MOREX, iUsed->GetTempVar( CITV_MOREX ) - 1 );
mSock->SysMessage( 397, iUsed->GetTempVar( CITV_MOREX ));
UI08 j;
for( j = 0; j < static_cast<UI08>( RandomNum( 0, 3 ) + 2 ); ++j )
{
Misc small fixes Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page. Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books. Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15% Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client Fixed an issue with converting a house from public to private while there were player vendors in the house Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors. Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though. Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)! Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions. Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
SI16 wx = ( mChar->GetX() + RandomNum( 0, 5 ) - 5 );
SI16 wy = ( mChar->GetY() - RandomNum( 0, 7 ));
Effects->PlayMovingAnimation( mChar, wx, wy, mChar->GetZ() + 10, 0x36E4, 17, 0, ( RandomNum( 0, 1 ) == 1 ));
UI16 animId;
switch( RandomNum( 0, 4 ))
{
default:
case 0: animId = 0x373A; break;
case 1: animId = 0x374A; break;
case 2: animId = 0x375A; break;
case 3: animId = 0x376A; break;
case 4: animId = 0x377A; break;
}
Effects->PlayStaticAnimation( wx, wy, mChar->GetZ() + 10, animId, RandomNum( 0x04, 0x09 ), 30, 0 );
}
return true;
case IT_RENAMEDEED: // Rename Deed
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, false ))
return true;
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
// Don't allow using GM-locked down tools
if( iUsed->GetMovable() == 2 )
{
mSock->SysMessage( 1032 ); // This is not yours!
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
return true;
}
mChar->SetSpeechItem( iUsed );
mChar->SetSpeechMode( 6 );
mSock->SysMessage( 434 ); // Enter your new name.
return true;
case IT_TILLER: // Tillerman
Misc Pathfinding fixes and other things - v0.99.4b Fixed an issue with NPC trainers where they would list incorrectly the available skills players could train Fixed an issue where house key could not be used to open locked doors if key was not contained in root of player's backpack (UOX3/js/item/doors.js) When NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE are blocked too many times from moving by other characters, they will now pause for 60 seconds before attempting to move again Exposed .oldWanderType NPC property to JS engine, and updated 'set command to also update this property when manually changing NPC wanderType Reduced max attempts at calculating path for NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE to 25 steps, unless they are evading and attempting to move back into their original wander box/circle NPCs who enter "evasion" state because they are unable to find a valid path to an attacker will now have their health reset to maximum, to prevent an exploit to take down any NPCs without risk of taking any damage in return JS Methods WalkTo() and RunTo() now actually make use of the provided maxSteps parameter when advanced pathfinding is enabled; previously it would default to 500 steps. Added new JS event that triggers when an NPC enters evasion state in combat due to being unable to reach their target onEnterEvadeState( mNPC, enemyChar ) // enemyChar would be the character they are unable to reach Added a new command - 'cure - that can cure a targeted character of any poisons (UOX3/js/commands/targeting/stats.js) NPCs of same race will no longer attack one another if hit by each other's AoE spells Fixed an issue with NPC pathfinding in combat that prevented ranged NPCs from closing in on their targets when losing LoS Spellcasting NPCs that cannot pathfind all the way to their target in combat will now attempt to pathfind to an area near the target instead Fixed an issue that prevented tiller-men from being correctly associated with their boats after a server restart Fixed an issue with combat where ranged characters could shoot bows further than the allowed max range for archery specified in uox.ini
2020-11-15 02:59:45 +08:00
{
CBoatObj *boat = static_cast<CBoatObj *>( iUsed->GetMultiObj() );
if( ValidateObject( boat ))
{
Boat improvements Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
if( boat->GetMoveType() != BOAT_ANCHORED )
{
mSock->SysMessage( 2029 ); // You must lower the anchor to dock the boat.
Boat improvements Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
}
Misc Pathfinding fixes and other things - v0.99.4b Fixed an issue with NPC trainers where they would list incorrectly the available skills players could train Fixed an issue where house key could not be used to open locked doors if key was not contained in root of player's backpack (UOX3/js/item/doors.js) When NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE are blocked too many times from moving by other characters, they will now pause for 60 seconds before attempting to move again Exposed .oldWanderType NPC property to JS engine, and updated 'set command to also update this property when manually changing NPC wanderType Reduced max attempts at calculating path for NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE to 25 steps, unless they are evading and attempting to move back into their original wander box/circle NPCs who enter "evasion" state because they are unable to find a valid path to an attacker will now have their health reset to maximum, to prevent an exploit to take down any NPCs without risk of taking any damage in return JS Methods WalkTo() and RunTo() now actually make use of the provided maxSteps parameter when advanced pathfinding is enabled; previously it would default to 500 steps. Added new JS event that triggers when an NPC enters evasion state in combat due to being unable to reach their target onEnterEvadeState( mNPC, enemyChar ) // enemyChar would be the character they are unable to reach Added a new command - 'cure - that can cure a targeted character of any poisons (UOX3/js/commands/targeting/stats.js) NPCs of same race will no longer attack one another if hit by each other's AoE spells Fixed an issue with NPC pathfinding in combat that prevented ranged NPCs from closing in on their targets when losing LoS Spellcasting NPCs that cannot pathfind all the way to their target in combat will now attempt to pathfind to an area near the target instead Fixed an issue that prevented tiller-men from being correctly associated with their boats after a server restart Fixed an issue with combat where ranged characters could shoot bows further than the allowed max range for archery specified in uox.ini
2020-11-15 02:59:45 +08:00
else
Boat improvements Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
{
if( ObjInRange( mChar, boat, DIST_INRANGE ))
Boat improvements Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
{
ModelBoat( mSock, boat );
}
else
{
mSock->SysMessage( 461 ); // You are too far away.
Boat improvements Updated LeaveBoat() function to use ValidSpawnLocation() instead of ValidMultiLocation() for more reliable disembarking from boats Added support for the following boat commands (and their triggerword aliases): raise anchor // Raise anchor, allowing boat to move drop anchor // Drops anchor, preventing boat from moving forward one // Moves boat one tile forward backward one // Moves boat one tile backward left one // Moves boat one tile in port direction right one // Moves boat one tile in starboard direction forward left // Moves boat forward left diagonally forward right // Moves boat forward right diagonally backward left // Moves boat backward left diagonally backward right // Moves boat backward right diagonally forward left one // Moves boat one tile diagonally, forward left forward right one // Moves boat one tile diagonally, forward right backward left one // Moves boat one tile diagonally, backward left backward right one // Moves boat one tile diagonally, backward right Added new enum BoatMoveType to keep track of all the additional boat movement types, and changed moveType from UI08 to SI08, in order to use -1 as a representation of an "anchored" and immovable boat Boats now start out with anchor dropped when initially placed, and must also have anchor dropped before they can be packed up into model ships, while anchor must be raised in order for tiller man to accept orders to sail Added support for two new DFN tags in houses.dfn, primarily for the use of boats/boat holds: MAXITEMS=# // Max items that can be stored in a boat's hold WEIGHTMAX=# // Max weight that a boat's hold can... hold (40000 = 400.00 stones) Updated dfndata/house/house.dfn to include default MAXITEMS (125 items) and WEIGHTMAX (400 stones) values for boats Fixed an issue where large dragon ships would be spawned with incorrect names due to server assuming they're houses Fixed an issue where it was not possible to turn a boat around under certain circumstances Tiller men on boats will now be named "a tiller man" if the boat is unnamed, and "The tiller man of [ship name]" if the ship has been named Boats now cannot be dry-docked if there are items in the hold Boats now cannot be dry-docked if either of the planks are open Names of boats are now stored in the title property of ship models, and is used to reapply the boat's name when unpacking the boat, while the ship model itself is named after the boat with a [Dry Docked] tag slapped on at the end.
2021-05-07 04:51:31 +08:00
}
}
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
}
return true;
Misc Pathfinding fixes and other things - v0.99.4b Fixed an issue with NPC trainers where they would list incorrectly the available skills players could train Fixed an issue where house key could not be used to open locked doors if key was not contained in root of player's backpack (UOX3/js/item/doors.js) When NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE are blocked too many times from moving by other characters, they will now pause for 60 seconds before attempting to move again Exposed .oldWanderType NPC property to JS engine, and updated 'set command to also update this property when manually changing NPC wanderType Reduced max attempts at calculating path for NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE to 25 steps, unless they are evading and attempting to move back into their original wander box/circle NPCs who enter "evasion" state because they are unable to find a valid path to an attacker will now have their health reset to maximum, to prevent an exploit to take down any NPCs without risk of taking any damage in return JS Methods WalkTo() and RunTo() now actually make use of the provided maxSteps parameter when advanced pathfinding is enabled; previously it would default to 500 steps. Added new JS event that triggers when an NPC enters evasion state in combat due to being unable to reach their target onEnterEvadeState( mNPC, enemyChar ) // enemyChar would be the character they are unable to reach Added a new command - 'cure - that can cure a targeted character of any poisons (UOX3/js/commands/targeting/stats.js) NPCs of same race will no longer attack one another if hit by each other's AoE spells Fixed an issue with NPC pathfinding in combat that prevented ranged NPCs from closing in on their targets when losing LoS Spellcasting NPCs that cannot pathfind all the way to their target in combat will now attempt to pathfind to an area near the target instead Fixed an issue that prevented tiller-men from being correctly associated with their boats after a server restart Fixed an issue with combat where ranged characters could shoot bows further than the allowed max range for archery specified in uox.ini
2020-11-15 02:59:45 +08:00
}
case IT_GUILDSTONE: // Guildstone Deed
if( itemId == 0x14F0 || itemId == 0x1869 ) // Check for Deed/Teleporter + Guild Type
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, false ))
return true;
mChar->SetSpeechItem( iUsed ); // we're using this as a generic item
GuildSys->PlaceStone( mSock, iUsed );
return true;
}
else if( itemId == 0x0ED5 ) // Check for Guildstone + Guild Type
{
mSock->TempInt( iUsed->GetTempVar( CITV_MORE )); // track things properly
if( mChar->GetGuildNumber() == -1 || mChar->GetGuildNumber() != static_cast<SI16>( iUsed->GetTempVar( CITV_MORE )))
{
mSock->SysMessage( 1984 ); // You are not a member of this guild!
}
else if( mChar->GetGuildNumber() == static_cast<SI16>( iUsed->GetTempVar( CITV_MORE )))
{
GuildSys->Menu( mSock, BasePage + 1, static_cast<GUILDID>( iUsed->GetTempVar( CITV_MORE ))); // more of the stone is the guild number
}
else
{
mSock->SysMessage( 438 ); // You already belong to a guild.
}
return true;
}
else
{
Console << "Unhandled guild item type named: " << iUsed->GetName() << " with ID of: " << itemId << myendl;
}
return true;
case IT_METALREPAIRTOOL:
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, true ))
return true;
Misc fixes and changes Added new JS Gump Methods: AddPicInPic( x, y, gumpID, width, height, spriteX, spriteY ) // Add sprite image in dialogs, requires client v7.0.80.0 or above AddImageProperty( serial ) // Add properties(?) of a specific item Fixed a server crash related to world saves, where items being cleaned up were not being removed properly from the MapRegions they were in, resulting in a crash when attempting to save non-existent items out to the worldfiles. Fixed an issue that could cause GMs to become permanently squelched Fixed an issue where the newStatus parameter for the onFlagChange JS event was overwritten with oldStatus, and oldStatus parameter was never set Updated onDeath JS Event to include a second parameter - iCorpse: onDeath( pDeath, iCorpse ) // iCorpse is a reference to the newly created corpse of pDead Disabled detailed logging of spells loaded from spells.dfn on startup - was causing unnecessary slowdown Removed void Wiping( CSocket *s ) from cmdtable.cpp - unused and unreferenced function without a definition Removed handling of IT_KEY doubleclicking in code, as this is now handled in JS Removed bool isDoorBlocked( CItem *door ) from cPlayerAction.cpp - unused and unreferenced function without a definition Removed void CorpseTarget( CSocket *s ) from targeting.cpp - now handled in JS Removed broken cannon loading and spelldamage code - this should be done in JS instead Items that initiate a target cursor on use are now stored in tempObj property of player's socket, and distance to these items are checked again after player targets something House and boat deeds must now be in the player's inventory in order to successfully place a house or boat Fixed superfluous arugment passed to switchGobletID function in js/server/resource/pitchers.js Removed some duplicate/unused local variables in js/commands/custom/misc-cmd.js Removed an unused local variable in js/commands/targeting/dupe.js Fixed an issue with setting item type through the SET command Fixed an issue where the number of arrows or bolts in player's inventory was potentially miscalculated in js/item/archerybutte.js Fixed issue where pickpocket-dummy item visuals potentially didn't get updated properly in js/item/pickpocketdip.js Fixed an unreachable return statement in js/npc/ai/stablemaster.js Fixed incorrect ID for gargish maul in js/server/data/weapontypes.js Added some missing variable declarations in js/commands/custom/repeatingcmds.js, js/commands/delid.js, js/commands/targeting/hide.js, js/item/food.js, js/item/key.js, js/npc/ai/stablemaster.js
2020-07-06 07:55:52 +08:00
mSock->TempObj( iUsed );
mSock->SendTargetCursor( 0, TARGET_REPAIRMETAL, 0, 485 ); // What do we wish to repair?
return true;
case IT_FORGE: // Forges
Misc fixes and changes Added new JS Gump Methods: AddPicInPic( x, y, gumpID, width, height, spriteX, spriteY ) // Add sprite image in dialogs, requires client v7.0.80.0 or above AddImageProperty( serial ) // Add properties(?) of a specific item Fixed a server crash related to world saves, where items being cleaned up were not being removed properly from the MapRegions they were in, resulting in a crash when attempting to save non-existent items out to the worldfiles. Fixed an issue that could cause GMs to become permanently squelched Fixed an issue where the newStatus parameter for the onFlagChange JS event was overwritten with oldStatus, and oldStatus parameter was never set Updated onDeath JS Event to include a second parameter - iCorpse: onDeath( pDeath, iCorpse ) // iCorpse is a reference to the newly created corpse of pDead Disabled detailed logging of spells loaded from spells.dfn on startup - was causing unnecessary slowdown Removed void Wiping( CSocket *s ) from cmdtable.cpp - unused and unreferenced function without a definition Removed handling of IT_KEY doubleclicking in code, as this is now handled in JS Removed bool isDoorBlocked( CItem *door ) from cPlayerAction.cpp - unused and unreferenced function without a definition Removed void CorpseTarget( CSocket *s ) from targeting.cpp - now handled in JS Removed broken cannon loading and spelldamage code - this should be done in JS instead Items that initiate a target cursor on use are now stored in tempObj property of player's socket, and distance to these items are checked again after player targets something House and boat deeds must now be in the player's inventory in order to successfully place a house or boat Fixed superfluous arugment passed to switchGobletID function in js/server/resource/pitchers.js Removed some duplicate/unused local variables in js/commands/custom/misc-cmd.js Removed an unused local variable in js/commands/targeting/dupe.js Fixed an issue with setting item type through the SET command Fixed an issue where the number of arrows or bolts in player's inventory was potentially miscalculated in js/item/archerybutte.js Fixed issue where pickpocket-dummy item visuals potentially didn't get updated properly in js/item/pickpocketdip.js Fixed an unreachable return statement in js/npc/ai/stablemaster.js Fixed incorrect ID for gargish maul in js/server/data/weapontypes.js Added some missing variable declarations in js/commands/custom/repeatingcmds.js, js/commands/delid.js, js/commands/targeting/hide.js, js/item/food.js, js/item/key.js, js/npc/ai/stablemaster.js
2020-07-06 07:55:52 +08:00
mSock->TempObj( iUsed );
mSock->SendTargetCursor( 0, TARGET_SMELT, 0, 440 );
return true;
case IT_DYE: // Dye
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, false ))
return true;
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
// Don't allow using GM-locked down tools
if( iUsed->GetMovable() == 2 )
{
mSock->SysMessage( 1032 ); // This is not yours!
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
return true;
}
Misc fixes and changes Added new JS Gump Methods: AddPicInPic( x, y, gumpID, width, height, spriteX, spriteY ) // Add sprite image in dialogs, requires client v7.0.80.0 or above AddImageProperty( serial ) // Add properties(?) of a specific item Fixed a server crash related to world saves, where items being cleaned up were not being removed properly from the MapRegions they were in, resulting in a crash when attempting to save non-existent items out to the worldfiles. Fixed an issue that could cause GMs to become permanently squelched Fixed an issue where the newStatus parameter for the onFlagChange JS event was overwritten with oldStatus, and oldStatus parameter was never set Updated onDeath JS Event to include a second parameter - iCorpse: onDeath( pDeath, iCorpse ) // iCorpse is a reference to the newly created corpse of pDead Disabled detailed logging of spells loaded from spells.dfn on startup - was causing unnecessary slowdown Removed void Wiping( CSocket *s ) from cmdtable.cpp - unused and unreferenced function without a definition Removed handling of IT_KEY doubleclicking in code, as this is now handled in JS Removed bool isDoorBlocked( CItem *door ) from cPlayerAction.cpp - unused and unreferenced function without a definition Removed void CorpseTarget( CSocket *s ) from targeting.cpp - now handled in JS Removed broken cannon loading and spelldamage code - this should be done in JS instead Items that initiate a target cursor on use are now stored in tempObj property of player's socket, and distance to these items are checked again after player targets something House and boat deeds must now be in the player's inventory in order to successfully place a house or boat Fixed superfluous arugment passed to switchGobletID function in js/server/resource/pitchers.js Removed some duplicate/unused local variables in js/commands/custom/misc-cmd.js Removed an unused local variable in js/commands/targeting/dupe.js Fixed an issue with setting item type through the SET command Fixed an issue where the number of arrows or bolts in player's inventory was potentially miscalculated in js/item/archerybutte.js Fixed issue where pickpocket-dummy item visuals potentially didn't get updated properly in js/item/pickpocketdip.js Fixed an unreachable return statement in js/npc/ai/stablemaster.js Fixed incorrect ID for gargish maul in js/server/data/weapontypes.js Added some missing variable declarations in js/commands/custom/repeatingcmds.js, js/commands/delid.js, js/commands/targeting/hide.js, js/item/food.js, js/item/key.js, js/npc/ai/stablemaster.js
2020-07-06 07:55:52 +08:00
mSock->TempObj( iUsed );
mSock->DyeAll( 0 );
mSock->SendTargetCursor( 0, TARGET_DYEALL, 0, 441 );
return true;
case IT_DYEVAT: // Dye vat
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, true ))
return true;
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
// Don't allow using GM-locked down tools
if( iUsed->GetMovable() == 2 )
{
mSock->SysMessage( 1032 ); // This is not yours!
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
return true;
}
Misc fixes and changes Added new JS Gump Methods: AddPicInPic( x, y, gumpID, width, height, spriteX, spriteY ) // Add sprite image in dialogs, requires client v7.0.80.0 or above AddImageProperty( serial ) // Add properties(?) of a specific item Fixed a server crash related to world saves, where items being cleaned up were not being removed properly from the MapRegions they were in, resulting in a crash when attempting to save non-existent items out to the worldfiles. Fixed an issue that could cause GMs to become permanently squelched Fixed an issue where the newStatus parameter for the onFlagChange JS event was overwritten with oldStatus, and oldStatus parameter was never set Updated onDeath JS Event to include a second parameter - iCorpse: onDeath( pDeath, iCorpse ) // iCorpse is a reference to the newly created corpse of pDead Disabled detailed logging of spells loaded from spells.dfn on startup - was causing unnecessary slowdown Removed void Wiping( CSocket *s ) from cmdtable.cpp - unused and unreferenced function without a definition Removed handling of IT_KEY doubleclicking in code, as this is now handled in JS Removed bool isDoorBlocked( CItem *door ) from cPlayerAction.cpp - unused and unreferenced function without a definition Removed void CorpseTarget( CSocket *s ) from targeting.cpp - now handled in JS Removed broken cannon loading and spelldamage code - this should be done in JS instead Items that initiate a target cursor on use are now stored in tempObj property of player's socket, and distance to these items are checked again after player targets something House and boat deeds must now be in the player's inventory in order to successfully place a house or boat Fixed superfluous arugment passed to switchGobletID function in js/server/resource/pitchers.js Removed some duplicate/unused local variables in js/commands/custom/misc-cmd.js Removed an unused local variable in js/commands/targeting/dupe.js Fixed an issue with setting item type through the SET command Fixed an issue where the number of arrows or bolts in player's inventory was potentially miscalculated in js/item/archerybutte.js Fixed issue where pickpocket-dummy item visuals potentially didn't get updated properly in js/item/pickpocketdip.js Fixed an unreachable return statement in js/npc/ai/stablemaster.js Fixed incorrect ID for gargish maul in js/server/data/weapontypes.js Added some missing variable declarations in js/commands/custom/repeatingcmds.js, js/commands/delid.js, js/commands/targeting/hide.js, js/item/food.js, js/item/key.js, js/npc/ai/stablemaster.js
2020-07-06 07:55:52 +08:00
mSock->TempObj( iUsed );
mSock->AddId1( iUsed->GetColour( 1 ));
mSock->AddId2( iUsed->GetColour( 2 ));
mSock->SendTargetCursor( 0, TARGET_DVAT, 0, 442 );
return true;
case IT_MODELMULTI: // Model boat/Houses
if( iType != IT_TOWNSTONE && iType != IT_GUILDSTONE )
{
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, false ))
return true;
if( iUsed->GetTempVar( CITV_MOREX ) == 0 )
break;
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
mChar->SetSpeechItem( iUsed );
DoHouseTarget( mSock, static_cast<UI16>( iUsed->GetTempVar( CITV_MOREX )));
}
return true;
case IT_SMITHYTOOL:
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, true ))
return true;
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
// Don't allow using GM-locked down tools
if( iUsed->GetMovable() == 2 )
{
mSock->SysMessage( 1032 ); // This is not yours!
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
return true;
}
Misc fixes and changes Added new JS Gump Methods: AddPicInPic( x, y, gumpID, width, height, spriteX, spriteY ) // Add sprite image in dialogs, requires client v7.0.80.0 or above AddImageProperty( serial ) // Add properties(?) of a specific item Fixed a server crash related to world saves, where items being cleaned up were not being removed properly from the MapRegions they were in, resulting in a crash when attempting to save non-existent items out to the worldfiles. Fixed an issue that could cause GMs to become permanently squelched Fixed an issue where the newStatus parameter for the onFlagChange JS event was overwritten with oldStatus, and oldStatus parameter was never set Updated onDeath JS Event to include a second parameter - iCorpse: onDeath( pDeath, iCorpse ) // iCorpse is a reference to the newly created corpse of pDead Disabled detailed logging of spells loaded from spells.dfn on startup - was causing unnecessary slowdown Removed void Wiping( CSocket *s ) from cmdtable.cpp - unused and unreferenced function without a definition Removed handling of IT_KEY doubleclicking in code, as this is now handled in JS Removed bool isDoorBlocked( CItem *door ) from cPlayerAction.cpp - unused and unreferenced function without a definition Removed void CorpseTarget( CSocket *s ) from targeting.cpp - now handled in JS Removed broken cannon loading and spelldamage code - this should be done in JS instead Items that initiate a target cursor on use are now stored in tempObj property of player's socket, and distance to these items are checked again after player targets something House and boat deeds must now be in the player's inventory in order to successfully place a house or boat Fixed superfluous arugment passed to switchGobletID function in js/server/resource/pitchers.js Removed some duplicate/unused local variables in js/commands/custom/misc-cmd.js Removed an unused local variable in js/commands/targeting/dupe.js Fixed an issue with setting item type through the SET command Fixed an issue where the number of arrows or bolts in player's inventory was potentially miscalculated in js/item/archerybutte.js Fixed issue where pickpocket-dummy item visuals potentially didn't get updated properly in js/item/pickpocketdip.js Fixed an unreachable return statement in js/npc/ai/stablemaster.js Fixed incorrect ID for gargish maul in js/server/data/weapontypes.js Added some missing variable declarations in js/commands/custom/repeatingcmds.js, js/commands/delid.js, js/commands/targeting/hide.js, js/item/food.js, js/item/key.js, js/npc/ai/stablemaster.js
2020-07-06 07:55:52 +08:00
mSock->TempObj( iUsed );
mSock->SendTargetCursor( 0, TARGET_SMITH, 0, 444 );
return true;
case IT_MININGTOOL: // Mining
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, true ))
return true;
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
// Don't allow using GM-locked down tools
if( iUsed->GetMovable() == 2 )
{
mSock->SysMessage( 1032 ); // This is not yours!
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
return true;
}
// Don't allow using tools with no usage left, if usage limits are enabled in ini
if( cwmWorldState->ServerData()->ToolUseLimit() && iUsed->GetUsesLeft() == 0 )
{
mSock->SysMessage( 9262 ); // This has no more charges
return true;
}
Misc fixes and changes Added new JS Gump Methods: AddPicInPic( x, y, gumpID, width, height, spriteX, spriteY ) // Add sprite image in dialogs, requires client v7.0.80.0 or above AddImageProperty( serial ) // Add properties(?) of a specific item Fixed a server crash related to world saves, where items being cleaned up were not being removed properly from the MapRegions they were in, resulting in a crash when attempting to save non-existent items out to the worldfiles. Fixed an issue that could cause GMs to become permanently squelched Fixed an issue where the newStatus parameter for the onFlagChange JS event was overwritten with oldStatus, and oldStatus parameter was never set Updated onDeath JS Event to include a second parameter - iCorpse: onDeath( pDeath, iCorpse ) // iCorpse is a reference to the newly created corpse of pDead Disabled detailed logging of spells loaded from spells.dfn on startup - was causing unnecessary slowdown Removed void Wiping( CSocket *s ) from cmdtable.cpp - unused and unreferenced function without a definition Removed handling of IT_KEY doubleclicking in code, as this is now handled in JS Removed bool isDoorBlocked( CItem *door ) from cPlayerAction.cpp - unused and unreferenced function without a definition Removed void CorpseTarget( CSocket *s ) from targeting.cpp - now handled in JS Removed broken cannon loading and spelldamage code - this should be done in JS instead Items that initiate a target cursor on use are now stored in tempObj property of player's socket, and distance to these items are checked again after player targets something House and boat deeds must now be in the player's inventory in order to successfully place a house or boat Fixed superfluous arugment passed to switchGobletID function in js/server/resource/pitchers.js Removed some duplicate/unused local variables in js/commands/custom/misc-cmd.js Removed an unused local variable in js/commands/targeting/dupe.js Fixed an issue with setting item type through the SET command Fixed an issue where the number of arrows or bolts in player's inventory was potentially miscalculated in js/item/archerybutte.js Fixed issue where pickpocket-dummy item visuals potentially didn't get updated properly in js/item/pickpocketdip.js Fixed an unreachable return statement in js/npc/ai/stablemaster.js Fixed incorrect ID for gargish maul in js/server/data/weapontypes.js Added some missing variable declarations in js/commands/custom/repeatingcmds.js, js/commands/delid.js, js/commands/targeting/hide.js, js/item/food.js, js/item/key.js, js/npc/ai/stablemaster.js
2020-07-06 07:55:52 +08:00
mSock->TempObj( iUsed );
mSock->SendTargetCursor( 0, TARGET_MINE, 0, 446 );
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
return true;
case IT_EMPTYVIAL: // empty vial
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, true ))
return true;
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
// Don't allow using GM-locked down tools
if( iUsed->GetMovable() == 2 )
{
mSock->SysMessage( 1032 ); // This is not yours!
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
return true;
}
i = mChar->GetPackItem();
if( ValidateObject( i ))
{
if( iUsed->GetCont() == i )
{
mSock->TempObj( iUsed );
mSock->SendTargetCursor( 0, TARGET_VIAL, 0, 447 );
}
else
{
mSock->SysMessage( 448 ); // The vial is not in your pack!
}
}
return true;
case IT_ORE: // smelt ore
Housing Revamp and more Updated JS SysMessage function to accept up to 10 extra, optional arguments, which can be used with dictionary messages that require additional parameters like %s or %i Added new type of house privilege in cMultiObj.cpp to keep track of friends of the multi - HOUSEPRIV_FRIEND - which is stored during worldsaves as one or more Friend=<player serial> tags in house.wsc Added new type of house privilege in cMultiObj.cpp to keep track of guests of the multi - HOUSEPRIV_GUEST - which is stored during worldsaves as one or more Guest=<player serial> tags in house.wsc When items are created for houses upon house placement, a reference to the multi's serial is now stored in the house sign's MORE property to allow easier tracking of which house a particular sign belongs to Added tracking of new, persistent properties for houses via cMultiObj.cpp/h: lockdowns, secure containers, vendors, guests, friends, owners, ban location, public status, number of visits, timestamps Added a multitude of new methods in cMultiObj.cpp/h to assist in improving the functionality of houses Added new tags for houses in house.dfn (default values applied if tag not specified): MAXSECURECONTAINERS=4 - Max amount of secure containers allowed in a multi MAXLOCKDOWNS=256 - Max amount of lockdowns allowed in a multi MAXVENDORS=10 - Max amount of vendors allowed in a multi MAXBANS=50 - Max amount of bans in a multi's ban list MAXFRIENDS=50 - Max amount of friends in a multi's friend list MAXGUESTS=50 - Max amount of guests in a multi's guest list MAXOWNERS=8 - Max amount of owners and co-owners in a multi's owner list MAXTRASHCONTAINERS=1 - Max amount of trash containers allowed in multi SCRIPT=<scriptID> - Assign a JS script-ID directly to a multi FRONTDOOR - indicates that a door is the front door of a house. Cannot be locked in public houses! INTERIORDOOR - indicates that a door is an interior door of a house. Can be locked in public houses. BANX - Location X offset for multi's ban location, if not used, will try to use SE corner of multi instead BANY - Location Y offset for multi's ban location, if not used, will try to use SE corner of multi instead Added JS Event: onHouseCommand( tSock, multiObj, cmdID ) - For handling spoken house commands via JS scripts attached to multi. Updated JS Events: onEntrance() - can now trigger both for multi being entered and/or object entering onLeaving() - can now trigger both for multi being left and/or object entering onSpeech() - can now also trigger for items (in addition to chars) with event & script attached, if UOX.INI setting ITEMSDETECTSPEECH is enabled Added JS Multi methods: .IsBoat() - Returns whether the item (or multi) is a boat .IsOwner( playerToCheck ) - Returns whether a player is the owner of a multi .IsOnOwnerList( playerToCheck ) - Returns whether a player is on the (co-)owner list of a multi .IsOnFriendList( playerToCheck ) - Returns whether a player is on the friend list of a multi .IsOnGuestList( playerToCheck ) - Returns whether a player is on the guest list of a multi .IsOnBanList( playerToCheck ) - Returns whether a player is on the ban list of a multi .AddToFriendList( playertoAdd ) - Adds player to the friend list of a multi .RemoveFromFriendList( playertoRemove ) - Removes player from the friend list of a multi .AddToGuestList( playertoAdd ) - Adds player to the guest list of a multi .RemoveFromGuestList( playertoRemove ) - Removes player from the guest list of a multi .ClearOwnerList() - Clears all entries from a multi's (co-)owner list .ClearFriendList() - Clears all entries from a multi's friend list .ClearGuestList() - Clears all entries from a multi's guest list .ClearBanList() - Clears all entries from a multi's ban list .SecureContainer( itemToSecure ) - Secures a container in a multi .UnsecureContainer( itemToUnsecure ) - Unsecures a container in a multi .IsSecureContainer( itemToCheck ) - Checks if specified item is a secure container in a multi .LockDownItem( itemToLockDown) - Locks down an item in a multi .ReleaseItem( itemToRelease ) - Releases a locked down item in a multi .KillKeys() - Deletes ALL keys associated with a multi .AddTrashCont( itemToAdd ) - Add trash container to multi's list of trash containers .RemoveTrashCont( itemToRemove ) - Remove trash container from multi's list of trash containers Added JS Item (Multi only) properties: .lockdowns - Get the number of lockdowns in a multi .maxLockdowns - Get/Set the max number of lockdowns allowed in a multi .secureContainers - Get the number of secure containers in a multi .maxSecureContainers - Get/Set the max number of secure containers allowed in a multi .trashContainers - Get the number of trash containers in a multi .maxTrashContainers - Get/Set the max number of trash containers allowed in a multi .friends - Get the number of friends in a multi's friend list .maxFriends - Get/Set the max number of friends allowed in a multi's friend list .guests - Get the number of guests in a multi's guest list .maxGuests - Get/Set the max number of guests allowed in a multi's guest list .owners - Get the number of owners in a multi's owner list .maxOwners - Get/Set the max number of owners allowed in a multi's owner list .bans - Get the number of banned players in a multi's ban list .maxBans - Get/Set the max number of banned players allowed in a multi's ban list .vendors - Get the number of player vendors in a multi .maxVendors - Get the max number of player vendors allowed in a multi .deed - Get the item sectionID for deed used to place multi .isPublic - Get/Set the private/public state of a multi .buildTimestamp - Get the timestamp for when the house was originally placed .tradeTimestamp - Get the timestamp for when the house was last traded to another player .banX - Get/Set the ban location X offset for the multi .banY - Get/Set the ban location Y offset for the multi Added JS Character properties: .multi = Get/Set the multi object the character is in .accountNum = Get the account number the character belongs to .housesOwned = Get a count of houses owned by the character .housesCoOwned = Get a count of houses co-owned by the character Updated JS cBaseObject Methods .FirstItem(), .NextItem() and .FinishedItems() to also support iterating through items in multis Updated JS multi Methods .FirstChar(), .NextChar() and .FinishedChars() to support an additional parameter to specify what kind of characters to loop through: "default" or no parameter - all characters inside the multi "owner" - players on multi's owner list "friend" - players on multi's friend list "guest" - players on multi's guest list "banned" - players on multi's ban list Added new INI tags to a new section of uox.ini called [houses] DECAYTIMERINHOUSE=3600 // Decay timer in seconds for non-locked down items inside houses PROTECTPRIVATEHOUSES=1 // Toggles whether private houses will automatically boot unauthorized visitors (1) or not (0) TRACKHOUSESPERACCOUNT=1 // Toggles whether to track (and restrict) house ownership per account (1) or per character (0) MAXHOUSESOWNABLE=1 // Specifies the max amount of houses a player can own per account/char, depending on how house ownership is tracked MAXHOUSESCOOWNABLE=10 // Specifies the max amount of houses a player can co-own per character CANOWNANDCOOWNHOUSES=1 // Toggles whether players can own and co-own houses at the same time COOWNHOUSESONSAMEACCOUNT=1 // Toggles whether characters on same account as house owner will be treated as co-owners Added new INI tags in [settings] section of uox.ini: ITEMSDETECTSPEECH=0 // If enabled, server will search for nearby items with onSpeech JS event running whenever a character speaks. Disabled by default. MAXPLAYERPACKITEMS=125 // Defines max item capacity for player (and NPC) backpacks. Defaults to 125. Moved most of the existing house functionality to JS and expanded upon it to reach feature parity with houses in regular UO around Publish 15/16, with various extras thrown in for good measure and all functionality being customizable: js/server/house/house.js (15000) - handles detection of house commands and characters entering/leaving houses js/server/house/houseSign.js (15001) - contains and handles all house-related gumps/menus and what is shown when players interact with house sign js/server/house/houseCommands.js (15002) - handles functionality of house commands and other functionality such as transfer of ownership, demolishing house, etc. js/server/house/houseDeed.js (15003) - handles initial rules that allow/disallow placement of additional houses for players All house-related menus now fully handled through JS All house commands and other functionality now fully handled through JS Removed redundant hard-coded house functionality Implemented Co-owners, friends, guests for houses, with access rules in place for entry, lockdowns, house commands, etc. Implemented Private and Public houses Implemented Secure Containers and Trash Barrels Definable max lockdowns, secure containers, player vendors, bans, friends, guests, owners, trash containers and more - per house type JS scripts can now be attached directly to houses Doors in houses can be marked as front doors or interior doors, and will be treated differently with regards to private and public houses Added new item to dfndata/items/containers/misc.dfn - [trashbarrel] Added new JS script (js/items/trashbarrel.js) with trash barrel functionality for houses. Trash barrels that are marked as secure containers are only accessible by owners, co-owners and friends of the house. Various options available at top of script. Updated js/items/axe.js to support chopping up trash barrels and house add-ons in houses owned by the player Fixed an issue with house doors being left behind after demolishing houses while their doors were open Fixed an issue where GMs could be banned from player houses Added Line of Sight checks to speech, to give players some privacy in their own homes Updated house placement code to more accurately check for other multis, dynamic and static objects when placing houses; now requires free space around each house that cannot be blocked by other houses or items that can block player movement, and disallows placement of houses on roads Updated house placement code to move characters blocking house placement to SE corner of the house Updated house placement code to disallow placing houses in guarded regions, or in dungeons Added new DFN tag for regions to enable/disable player houses in specific regions: HOUSING=0/1 Added new region (247) that covers path to Valley of Eodon in Felucca Added new region (248) that covers Valley of Eodon in Ter-Mur, with player housing disabled Added new region (249) that covers entire T2A lands, with player housing disabled Updated SPACEX and SPACEY values for all houses in dfndata/house/house.dfn to match updated house placement code Added new JS property to Regions that can be used to determine or change state of player housing in a region: .canPlaceHouse() Updated rules for usage of dye tubs to dye locked down items; now only house owners or co-owners may dye locked down items Updated rules for usage of the following locked down items in a house, which are now only usable by house owners and co-owners Dyes, Guildstone Deeds, Recall Runes (renaming), Rename Deeds, Townstone Deeds, House Deeds, Boat Models, Player Vendor Deeds, Ore, Hair Dye Updated rules for usage of the following locked down items in a house, which are now only usable by house owners, co-owners and friends: Keys, Dye Tubs, Magic Scrolls, Fireworks Wands, Magic Wands, Smithing Tools, Mining Tools, Fishing Poles Updated item lockdown rules to allow locking down (and releasing) items in a container as long as the container is locked down, and to only allow releasing a locked down container if it's empty of locked down items Updated item lockdown rules to only allow locking down movement-blocking items further than 2 tiles away from doors Updated rules for releasing items in houses - now the house owner can release any locked down items, co-owners can release items locked down by themselves or by friends, while friends can release only items locked down by themselves Added some feedback to player about why their attempted house placement failed Items added by GMs directly into multis will now decay based on the house-specific decay timer instead of the regular one Fixed an issue that could cause items to almost instantly decay after being released from lockdown in a house Placing house add-ons now properly takes into account SPACEX and SPACEY values when checking if they can fit in selected area of houses Re-added SPACEX and SPACEY values for Pentagram and Loom house add-ons House add-ons can now be converted back into house add-on deeds by chopping them with an axe Added new item type - IT_HOUSEADDON (201) - used by house add-ons placed in player houses Fixed a bug where keys would stop working after being added to a keyring, and would turn into blank keys upon release from the keyring Added visitor count for public player houses, which keeps track of how many visits a public house has received, with each player counted max 1 time every 24 hours Fixed an issue with FindPlayersInOldVisrange() where it didn't take into account that players could see buildings further away than the standard update range. This could cause players to see ghost images of buildings if they were at the "right" distance when the building was being demolished Added NODECAY tag to all signs and doors in dfndata/house/house.dfn Added FRONTDOOR or INTERIORDOOR (as appropriate) to all doors in dfndata/house/house.dfn Added BANX and BANY to specify ban location for some houses in dfndata/house/house.dfn instead of relying on finding SE corner automatically Implemented strongboxes (js/server/house/strongbox.js) for co-owners of a house, which can be placed with the house command "i wish to place a strongbox". Max capacity is 25 items Updated 'REMOVE command to take an optional parameter - itemID. If supplied, the command will remove all items with this itemID from a targeted container Fixed a bug when checking if dynamic items were blocking valid spawn locations for NPCs, some function arguments were in the wrong order! Improved code that finds valid spawn locations for items and NPCs spawned via spawn regions. As server gradually builds up lists of valid spawn locations per region over time, it will start using these lists more often, rather than always look for brand new spawn locations. Fixed a bug with CMulHandler::CheckStaticFlag() that prevented NPCs from spawning inside buildings with no static floors! Fixed an issue with repeating commands that prevented GMs from being able to cancel them when using the ClassicUO client Exposed character property .accountNum to JS engine Extended CDataList class to include a Clear() method for clearing lists Updated JS File method .Open() to support an optional, third argument - subFolderName - that defines in which sub-folder of UOX3/shared/ to store/look for a file. If no third argument is supplied, UOX3 will default to using the shared folder itself. Updated JS File method .Length() to return a value of -1 for files that don't exist Added new code function, exposed to JS engine with same parameters, which simply checks if a given tile ID has a specific flag bool CheckTileFlag( UI16 itemID, TILEFLAG flagToCheck ) Added JS function used to find the root container of an item (if any) FindRootContainer( itemSerial ) FindRootContainer( item ) Added new JS function that allows deleting files from UOX3/shared/ folder or subfolders of shared folder. If no subFolderName is provided, looks for file directly in shared folder itself. Restrictions on file- and folder-names apply. bool DeleteFile( fileName, subFolderName ) Added new JS functions for checking if a specific client or server feature is enabled. See documentation for full list of client/server features. GetClientFeature( bitNum ) // Returns true if specified client feature is enabled on server GetServerFeature( bitNum ) // Returns true if specified server feature is enabled on server Added new JS function for returning the value of almost any server setting from UOX.INI GetServerSetting( settingNameInDoubleQuotes ) Updated JS function DoesDynamicBlock() with two new parameters - checkOnlyMultis and checkOnlyNonMultis Updated JS function DoesMapBlock() with two new parameters - checkMultiPlacement and checkForRoad Fixed an issue where a LoS check would prevent players from accessing containers in their own backpack Added new functions in findfuncs.cpp to make it easier to find items near another object or location: findNearbyItems( object, distance ) findNearbyItems( x, y, worldNumber, instanceID, distance ) Added new Item property - maxItems - used by containers to determine their max item capacity Added new Item property - totalItemCount - used to get total item count in a container (including sub-containers) Added check for max item capacity when creating new items that are added to a character's backpack - items will be created below character's feet if backpack is full! Added new DFN tag for items, used by containers to determine item capacity for a given container: MAXITEMS=# // 125 is the default for all containers if not set Added new JS Item properties: .maxItems // gets/sets item capacity for a given container .totalItemCount // gets total item count in a container, including sub-containers Updated item tooltips for containers to show accurate total item count, as well as to display max item capacity Fixed a bug where picking up items from a non-locked down pile of items on the floor inside a multi could cause the remaining pile to be seen as no longer inside the multi, disallowing locking it back down and causing it to decay based on regular decay timer instead of house-specific one Updated JS command set to allow setting poison-level on items ('set poison #) and hunger-level on characters ('set hunger #) Fixed an issue with js/item/food.js that prevented poisoned food from poisoning characters when eaten Fixed an issue with js/skill/poisoning.js that prevented players from poisoning food! Updated various JS scripts and hardcoded targeting functions to disallow the targeting of locked down resources using skills and tools Updated JS Method TextMessage() to support three extra, optional parameters. Note that if one optional parameter is included, all preceding optional parameters are also required! speechTarget - What kind of target is this message intended for? 0 - Only visible for sender and receiver of message 1 - Visible to all players in range 2 - Visible to all NPCs and players in range 3 - Visible to all PCs everywhere + NPCs in range 4 - Visible to all PCs everywhere (broadcast) 5 - Only visible for the receiver of the message speechTargetSerial - The serial of the receiver of the message, used if speechTarget is 0 or 5 speechFontType - The type of font to display the text in. Defaults to normal. 0 - Bold 1 - Normal with shadow 2 - Bold with shadow 3 - Normal 4 - Gothic 5 - Italic 6 - Small, dark 7 - Colourful 8 - Runic (only works with CAPS) 9 - Small, light Added timestamp to worldsaves in console, to make it easier to see when a particular world-save was done Added info about compiler/environment displayed at the top of the UOX3 console during startup Updated dictionary files with new messages primarily related to housing
2020-11-04 02:00:37 +08:00
// If item is locked down, check if player has access to use it
if( iUsed->IsLockedDown() && !ValidateLockdownAccess( mChar, mSock, iUsed, false ))
return true;
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
// Don't allow using GM-locked down tools
if( iUsed->GetMovable() == 2 )
{
mSock->SysMessage( 1032 ); // This is not yours!
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
return true;
}
if( iUsed->GetId() == 0x19B7 && iUsed->GetAmount() < 2 )
Mining enhancements and more Updated warning messages printed in UOX3 when attempting to inherit an invalid/non-existent item or character script entry using the GET tag, to also include the name of the script entry being inherited Added new tag for ore types in skills.dfn that determines default chance of finding a particular ore (can be overridden via OREPREFS tag in regions.dfn): ORECHANCE - takes a value from 0 to 1000, where 1000 equals 100.0% Added default ORECHANCE values for each ore type in skills.dfn, based on estimated chance of finding these ore types around the era of Publish 15/16 in Official UO OREPREFS tag in regions.dfn now uses [sectionName] of ore type from skills.dfn instead of actual name of the ore OREPREFS tag in regions.dfn now uses comma as separator instead of space. New syntax: OREPREFS=[oreType,oreChance] Added chance of getting different ore sizes when mining Added functionality to combine and transform larger ores into smaller ores by double-clicking some ore and targeting other ore instead of a forge Added functionality to return different amount of ingots when smelting ore, based on the size of ore being melted Fixed a bug introduced in 0.99.3 that would set invalid values for certain properties on newly created items and NPCs if the tag for that property in the DFNs accepted random values, but only supplied one value. Example: Amount=1, vs Amount=10 20. As part of the fix for this, added sanity checking for all item and character DFN tags that accept two values. Fixed weapon damage not appearing in status gump Fixed a spidermonkey compilation issue with xcode 12.0.1/Apple clang v 12.0.0 (clang-1200.0.32.2) (punt) Added missing layer tag to fishing pole items in DFNs (dragon slayer) Added missing item definitions for wooden kite shields (0x1b78 and 0x1b79) based on coloured ingots Added house addon deeds for bear rugs (dragon slayer) Updated dictionary files with various new strings related to mining
2020-10-05 01:48:25 +08:00
{
mSock->SysMessage( 1814 ); // Too little ore to smelt!
Mining enhancements and more Updated warning messages printed in UOX3 when attempting to inherit an invalid/non-existent item or character script entry using the GET tag, to also include the name of the script entry being inherited Added new tag for ore types in skills.dfn that determines default chance of finding a particular ore (can be overridden via OREPREFS tag in regions.dfn): ORECHANCE - takes a value from 0 to 1000, where 1000 equals 100.0% Added default ORECHANCE values for each ore type in skills.dfn, based on estimated chance of finding these ore types around the era of Publish 15/16 in Official UO OREPREFS tag in regions.dfn now uses [sectionName] of ore type from skills.dfn instead of actual name of the ore OREPREFS tag in regions.dfn now uses comma as separator instead of space. New syntax: OREPREFS=[oreType,oreChance] Added chance of getting different ore sizes when mining Added functionality to combine and transform larger ores into smaller ores by double-clicking some ore and targeting other ore instead of a forge Added functionality to return different amount of ingots when smelting ore, based on the size of ore being melted Fixed a bug introduced in 0.99.3 that would set invalid values for certain properties on newly created items and NPCs if the tag for that property in the DFNs accepted random values, but only supplied one value. Example: Amount=1, vs Amount=10 20. As part of the fix for this, added sanity checking for all item and character DFN tags that accept two values. Fixed weapon damage not appearing in status gump Fixed a spidermonkey compilation issue with xcode 12.0.1/Apple clang v 12.0.0 (clang-1200.0.32.2) (punt) Added missing layer tag to fishing pole items in DFNs (dragon slayer) Added missing item definitions for wooden kite shields (0x1b78 and 0x1b79) based on coloured ingots Added house addon deeds for bear rugs (dragon slayer) Updated dictionary files with various new strings related to mining
2020-10-05 01:48:25 +08:00
}
else
{
mSock->TempObj( iUsed );
if( iUsed->GetId() == 0x19B7 )
{
mSock->SendTargetCursor( 0, TARGET_SMELTORE, 0, 460 ); // Select the forge on which to smelt the ore.
}
Mining enhancements and more Updated warning messages printed in UOX3 when attempting to inherit an invalid/non-existent item or character script entry using the GET tag, to also include the name of the script entry being inherited Added new tag for ore types in skills.dfn that determines default chance of finding a particular ore (can be overridden via OREPREFS tag in regions.dfn): ORECHANCE - takes a value from 0 to 1000, where 1000 equals 100.0% Added default ORECHANCE values for each ore type in skills.dfn, based on estimated chance of finding these ore types around the era of Publish 15/16 in Official UO OREPREFS tag in regions.dfn now uses [sectionName] of ore type from skills.dfn instead of actual name of the ore OREPREFS tag in regions.dfn now uses comma as separator instead of space. New syntax: OREPREFS=[oreType,oreChance] Added chance of getting different ore sizes when mining Added functionality to combine and transform larger ores into smaller ores by double-clicking some ore and targeting other ore instead of a forge Added functionality to return different amount of ingots when smelting ore, based on the size of ore being melted Fixed a bug introduced in 0.99.3 that would set invalid values for certain properties on newly created items and NPCs if the tag for that property in the DFNs accepted random values, but only supplied one value. Example: Amount=1, vs Amount=10 20. As part of the fix for this, added sanity checking for all item and character DFN tags that accept two values. Fixed weapon damage not appearing in status gump Fixed a spidermonkey compilation issue with xcode 12.0.1/Apple clang v 12.0.0 (clang-1200.0.32.2) (punt) Added missing layer tag to fishing pole items in DFNs (dragon slayer) Added missing item definitions for wooden kite shields (0x1b78 and 0x1b79) based on coloured ingots Added house addon deeds for bear rugs (dragon slayer) Updated dictionary files with various new strings related to mining
2020-10-05 01:48:25 +08:00
else
{
mSock->SendTargetCursor( 0, TARGET_SMELTORE, 0, 1815 ); // Select the forge on which to smelt the ore, or another pile of ore with which to combine it.
}
Mining enhancements and more Updated warning messages printed in UOX3 when attempting to inherit an invalid/non-existent item or character script entry using the GET tag, to also include the name of the script entry being inherited Added new tag for ore types in skills.dfn that determines default chance of finding a particular ore (can be overridden via OREPREFS tag in regions.dfn): ORECHANCE - takes a value from 0 to 1000, where 1000 equals 100.0% Added default ORECHANCE values for each ore type in skills.dfn, based on estimated chance of finding these ore types around the era of Publish 15/16 in Official UO OREPREFS tag in regions.dfn now uses [sectionName] of ore type from skills.dfn instead of actual name of the ore OREPREFS tag in regions.dfn now uses comma as separator instead of space. New syntax: OREPREFS=[oreType,oreChance] Added chance of getting different ore sizes when mining Added functionality to combine and transform larger ores into smaller ores by double-clicking some ore and targeting other ore instead of a forge Added functionality to return different amount of ingots when smelting ore, based on the size of ore being melted Fixed a bug introduced in 0.99.3 that would set invalid values for certain properties on newly created items and NPCs if the tag for that property in the DFNs accepted random values, but only supplied one value. Example: Amount=1, vs Amount=10 20. As part of the fix for this, added sanity checking for all item and character DFN tags that accept two values. Fixed weapon damage not appearing in status gump Fixed a spidermonkey compilation issue with xcode 12.0.1/Apple clang v 12.0.0 (clang-1200.0.32.2) (punt) Added missing layer tag to fishing pole items in DFNs (dragon slayer) Added missing item definitions for wooden kite shields (0x1b78 and 0x1b79) based on coloured ingots Added house addon deeds for bear rugs (dragon slayer) Updated dictionary files with various new strings related to mining
2020-10-05 01:48:25 +08:00
}
return true;
case IT_MESSAGEBOARD: // Message board opening
if( ObjInRange( mChar, iUsed, DIST_NEARBY ))
{
CPIMsgBoardEvent *mbEvent = new CPIMsgBoardEvent( mSock, false );
mbEvent->Handle();
}
else
{
mSock->SysMessage( 461 ); // You are too far away.
}
return true;
case IT_MAGICSTATUE:
if( Skills->CheckSkill( mChar, ITEMID, 0, 10 ))
{
if( itemId == 0x1508 )
{
iUsed->SetId( 0x1509 );
}
else
{
iUsed->SetId( 0x1508 );
}
}
else
{
mSock->SysMessage( 465 ); // You failed to use this statue.
}
return true;
case IT_GUILLOTINE:
if( Skills->CheckSkill( mChar, ITEMID, 0, 10 ))
{
if( itemId == 0x1245 )
{
iUsed->SetId( 0x1230 );
}
else
{
iUsed->SetId( 0x1245 );
}
}
else
{
mSock->SysMessage( 466 ); // You failed to use this.
}
return true;
default:
if( iType )
{
Console << "Unhandled item type for item: " << iUsed->GetName() << "[" << iUsed->GetSerial() << "] of type: " << static_cast<UI16>( iType ) << myendl;
}
break;
}
return false;
}
std::map<std::string, ItemTypes> tagToItemType;
void InitTagToItemType( void )
{
tagToItemType["CONTAINER"] = IT_CONTAINER;
tagToItemType["CASTLEGATEOPENER"] = IT_CASTLEGATEOPENER;
tagToItemType["CASTLEGATE"] = IT_CASTLEGATE;
tagToItemType["TELEPORTITEM"] = IT_TELEPORTITEM;
tagToItemType["KEY"] = IT_KEY;
tagToItemType["LOCKEDCONTAINER"] = IT_LOCKEDCONTAINER;
tagToItemType["SPELLBOOK"] = IT_SPELLBOOK;
tagToItemType["MAP"] = IT_MAP;
Misc small fixes Fixed an issue with books where server could get stuck in an infinite loop if number of lines per page was higher than 8. Now capped at 8 lines per page. Renamed item type enum IT_READABLEBOOK to IT_BOOK, since it's the item type used by both readable and writeable books. Changed ANIMALATTACKCHANCE to use a scale of 1 to 1000 instead of 1 to 100, for additional granularity in setting the chance for animals to get attacked by monsters. An INI value of 15 now translates as 1.5% chance (per NPC AI cycle!) instead of the previous 15% Removed new GetEnvironment() function and expanded on the use of the existing OS_STR define in Config.h Updated fireworks wand (IT_FIREWORKSWAND) so effects no longer play permanently in ClassicUO client Fixed an issue with converting a house from public to private while there were player vendors in the house Ported player vendor deeds and placement of player vendors to JS (UOX3/js/server/house/playerVendorDeed.js) and added checks to make sure player is in a house they own, that can hold more player vendors, and that they are trying to add the vendor in a location that's not blocking any doors. Partially ported guildstone deed functionality to JS (UOX3/js/item/guildstone.js) and added various additional checks to make sure player is in a house they own, they're not already in a guild, no other guildstones exist in the house and they're not trying to place it in a location that blocks any doors. Main guild creation code is still hardcoded, though. Removed some unused item types that have been marked as candidates for deletion for over 15 years (IT_CHAOSGATEOPENER, IT_CHAOSGATE, IT_GUILLOTINEANIM, IT_TRAININGDUMMYANIM)! Updated UOX3 documentation with complete list of item types, and item layers, in addition to other small additions. Fixed an issue with advanced pathfinding where NPCs in some cases would stop 1 tile before reaching the target location Fixed an issue where no crafting resources would ever be lost if failing to craft an item that only required 1 of a given crafting resource Fixed an issue with pathfinding that could cause NPCs to queue up in long rows when attempting to reach the same target in combat when advanced pathfinding was disabled Added functionality to allow guild masters to move guildstones by transforming these into portable stones that can be used to place the guildstones in new locations Updated timestamp for packet logs to include milliseconds for greater granularity
2020-11-08 05:53:01 +08:00
tagToItemType["BOOK"] = IT_BOOK;
tagToItemType["DOOR"] = IT_DOOR;
tagToItemType["LOCKEDDOOR"] = IT_LOCKEDDOOR;
tagToItemType["FOOD"] = IT_FOOD;
tagToItemType["MAGICWAND"] = IT_MAGICWAND;
tagToItemType["RESURRECTOBJECT"] = IT_RESURRECTOBJECT;
tagToItemType["CRYSTALBALL"] = IT_CRYSTALBALL;
tagToItemType["POTION"] = IT_POTION;
tagToItemType["TOWNSTONE"] = IT_TOWNSTONE;
tagToItemType["RECALLRUNE"] = IT_RECALLRUNE;
tagToItemType["GATE"] = IT_GATE;
tagToItemType["OBJTELEPORTER"] = IT_OBJTELEPORTER;
tagToItemType["ITEMSPAWNER"] = IT_ITEMSPAWNER;
tagToItemType["NPCSPAWNER"] = IT_NPCSPAWNER;
tagToItemType["SPAWNCONT"] = IT_SPAWNCONT;
tagToItemType["LOCKEDSPAWNCONT"] = IT_LOCKEDSPAWNCONT;
tagToItemType["UNLOCKABLESPAWNCONT"] = IT_UNLOCKABLESPAWNCONT;
tagToItemType["AREASPAWNER"] = IT_AREASPAWNER;
tagToItemType["ADVANCEGATE"] = IT_ADVANCEGATE;
tagToItemType["MULTIADVANCEGATE"] = IT_MULTIADVANCEGATE;
tagToItemType["MONSTERGATE"] = IT_MONSTERGATE;
tagToItemType["RACEGATE"] = IT_RACEGATE;
tagToItemType["DAMAGEOBJECT"] = IT_DAMAGEOBJECT;
tagToItemType["TRASHCONT"] = IT_TRASHCONT;
tagToItemType["SOUNDOBJECT"] = IT_SOUNDOBJECT;
tagToItemType["MAPCHANGEOBJECT"] = IT_MAPCHANGEOBJECT;
tagToItemType["WORLDCHANGEGATE"] = IT_WORLDCHANGEGATE;
tagToItemType["MORPHOBJECT"] = IT_MORPHOBJECT;
tagToItemType["UNMORPHOBJECT"] = IT_UNMORPHOBJECT;
tagToItemType["ZEROKILLSGATE"] = IT_ZEROKILLSGATE;
tagToItemType["PLANK"] = IT_PLANK;
tagToItemType["FIREWORKSWAND"] = IT_FIREWORKSWAND;
tagToItemType["ESCORTNPCSPAWNER"] = IT_ESCORTNPCSPAWNER;
tagToItemType["RENAMEDEED"] = IT_RENAMEDEED;
tagToItemType["TILLER"] = IT_TILLER;
tagToItemType["GUILDSTONE"] = IT_GUILDSTONE;
tagToItemType["HOUSESIGN"] = IT_HOUSESIGN;
tagToItemType["METALREPAIRTOOL"] = IT_METALREPAIRTOOL;
tagToItemType["FORGE"] = IT_FORGE;
tagToItemType["DYE"] = IT_DYE;
tagToItemType["DYEVAT"] = IT_DYEVAT;
tagToItemType["MODELMULTI"] = IT_MODELMULTI;
tagToItemType["PLAYERVENDORDEED"] = IT_PLAYERVENDORDEED;
tagToItemType["SMITHYTOOL"] = IT_SMITHYTOOL;
tagToItemType["MININGTOOL"] = IT_MININGTOOL;
tagToItemType["EMPTYVIAL"] = IT_EMPTYVIAL;
tagToItemType["CANNONBALL"] = IT_CANNONBALL;
tagToItemType["ORE"] = IT_ORE;
tagToItemType["MESSAGEBOARD"] = IT_MESSAGEBOARD;
tagToItemType["MAGICSTATUE"] = IT_MAGICSTATUE;
tagToItemType["GUILLOTINE"] = IT_GUILLOTINE;
tagToItemType["FISHINGPOLE"] = IT_FISHINGPOLE;
tagToItemType["CLOCK"] = IT_CLOCK;
tagToItemType["SEXTANT"] = IT_SEXTANT;
tagToItemType["HAIRDYE"] = IT_HAIRDYE;
2023-10-30 19:27:30 -05:00
tagToItemType["SPELLCHANNELING"] = IT_SPELLCHANNELING;
tagToItemType["SHIELD"] = IT_SHIELD;
}
ItemTypes FindItemTypeFromTag( const std::string &strToFind )
{
2004-08-27 07:07:32 +00:00
if( tagToItemType.empty() ) // if we haven't built our array yet
{
InitTagToItemType();
}
std::map<std::string, ItemTypes>::const_iterator toFind = tagToItemType.find( oldstrutil::upper( strToFind ));
if( toFind != tagToItemType.end() )
return toFind->second;
return IT_COUNT;
}
std::map<UI16, ItemTypes> idToItemType;
//o------------------------------------------------------------------------------------------------o
//| Function - InitIdToItemType()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Load in and map IDs to item types based on entries in itemtypes.dfn
//o------------------------------------------------------------------------------------------------o
auto InitIdToItemType() -> void
{
2022-06-09 11:41:07 -04:00
auto Itemtypes = FileLookup->FindEntry( "ITEMTYPES", items_def );
if( Itemtypes )
{
2022-06-09 11:41:07 -04:00
SI32 sectionCount;
ItemTypes iType = IT_COUNT;
for( const auto &sec : Itemtypes->collection() )
{
auto tag = sec->tag;
auto data = sec->data;
2022-06-09 11:41:07 -04:00
auto comma_secs = oldstrutil::sections( data, "," );
iType = FindItemTypeFromTag( tag );
if( iType != IT_COUNT )
{
sectionCount = static_cast<SI32>( comma_secs.size() - 1 );
if( sectionCount != 0 )
{
for( SI32 i = 0; i <= sectionCount; i++ )
{
2022-10-24 23:42:16 +08:00
idToItemType[ oldstrutil::value<UI16>( oldstrutil::extractSection( data, ",", i, i ), 16 )] = iType;
2022-06-09 11:41:07 -04:00
}
}
else
{
idToItemType[static_cast<UI16>( std::stoul( data, nullptr, 16 ))] = iType;
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindItemTypeFromId()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find an item's type based on its ID
//o------------------------------------------------------------------------------------------------o
ItemTypes FindItemTypeFromId( UI16 idToFind )
{
2004-08-27 07:07:32 +00:00
if( idToItemType.empty() ) // if we haven't built our array yet
{
InitIdToItemType();
}
std::map<UI16, ItemTypes>::const_iterator toFind = idToItemType.find( idToFind );
if( toFind != idToItemType.end() )
{
return toFind->second;
}
return IT_COUNT;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindItemType()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find an item's type, or try to find it's type from its ID if no type is specified
//o------------------------------------------------------------------------------------------------o
ItemTypes FindItemType( CItem *i )
{
ItemTypes iType = i->GetType();
switch( iType )
{
case IT_NOTYPE:
case IT_COUNT:
iType = FindItemTypeFromId( i->GetId() ); break;
default: break;
}
Mining enhancements and more Updated warning messages printed in UOX3 when attempting to inherit an invalid/non-existent item or character script entry using the GET tag, to also include the name of the script entry being inherited Added new tag for ore types in skills.dfn that determines default chance of finding a particular ore (can be overridden via OREPREFS tag in regions.dfn): ORECHANCE - takes a value from 0 to 1000, where 1000 equals 100.0% Added default ORECHANCE values for each ore type in skills.dfn, based on estimated chance of finding these ore types around the era of Publish 15/16 in Official UO OREPREFS tag in regions.dfn now uses [sectionName] of ore type from skills.dfn instead of actual name of the ore OREPREFS tag in regions.dfn now uses comma as separator instead of space. New syntax: OREPREFS=[oreType,oreChance] Added chance of getting different ore sizes when mining Added functionality to combine and transform larger ores into smaller ores by double-clicking some ore and targeting other ore instead of a forge Added functionality to return different amount of ingots when smelting ore, based on the size of ore being melted Fixed a bug introduced in 0.99.3 that would set invalid values for certain properties on newly created items and NPCs if the tag for that property in the DFNs accepted random values, but only supplied one value. Example: Amount=1, vs Amount=10 20. As part of the fix for this, added sanity checking for all item and character DFN tags that accept two values. Fixed weapon damage not appearing in status gump Fixed a spidermonkey compilation issue with xcode 12.0.1/Apple clang v 12.0.0 (clang-1200.0.32.2) (punt) Added missing layer tag to fishing pole items in DFNs (dragon slayer) Added missing item definitions for wooden kite shields (0x1b78 and 0x1b79) based on coloured ingots Added house addon deeds for bear rugs (dragon slayer) Updated dictionary files with various new strings related to mining
2020-10-05 01:48:25 +08:00
return iType;
}
//o------------------------------------------------------------------------------------------------o
//| Function - ItemIsUsable()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Checks if item is usable and if player can actually use it
//o------------------------------------------------------------------------------------------------o
bool ItemIsUsable( CSocket *tSock, CChar *ourChar, CItem *iUsed, ItemTypes iType )
{
if( ourChar->IsDead() && iType != IT_PLANK && iType != IT_HOUSESIGN )
{
if( iType == IT_RESURRECTOBJECT ) // Check for a resurrect item type
{
NpcResurrectTarget( ourChar );
tSock->SysMessage( 390 ); // You have been resurrected.
}
else // If it's not a ressurect item, and you're dead, forget it
{
tSock->SysMessage( 392 ); // You are dead and cannot do that.
}
return false;
}
// Range check for double clicking on items
Misc Pathfinding fixes and other things - v0.99.4b Fixed an issue with NPC trainers where they would list incorrectly the available skills players could train Fixed an issue where house key could not be used to open locked doors if key was not contained in root of player's backpack (UOX3/js/item/doors.js) When NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE are blocked too many times from moving by other characters, they will now pause for 60 seconds before attempting to move again Exposed .oldWanderType NPC property to JS engine, and updated 'set command to also update this property when manually changing NPC wanderType Reduced max attempts at calculating path for NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE to 25 steps, unless they are evading and attempting to move back into their original wander box/circle NPCs who enter "evasion" state because they are unable to find a valid path to an attacker will now have their health reset to maximum, to prevent an exploit to take down any NPCs without risk of taking any damage in return JS Methods WalkTo() and RunTo() now actually make use of the provided maxSteps parameter when advanced pathfinding is enabled; previously it would default to 500 steps. Added new JS event that triggers when an NPC enters evasion state in combat due to being unable to reach their target onEnterEvadeState( mNPC, enemyChar ) // enemyChar would be the character they are unable to reach Added a new command - 'cure - that can cure a targeted character of any poisons (UOX3/js/commands/targeting/stats.js) NPCs of same race will no longer attack one another if hit by each other's AoE spells Fixed an issue with NPC pathfinding in combat that prevented ranged NPCs from closing in on their targets when losing LoS Spellcasting NPCs that cannot pathfind all the way to their target in combat will now attempt to pathfind to an area near the target instead Fixed an issue that prevented tiller-men from being correctly associated with their boats after a server restart Fixed an issue with combat where ranged characters could shoot bows further than the allowed max range for archery specified in uox.ini
2020-11-15 02:59:45 +08:00
if( iType != IT_PLANK && iType != IT_TILLER && iType != IT_HOUSESIGN )
{
bool canUse = CheckItemRange( ourChar, iUsed );
if( canUse )
{
canUse = ( iType == IT_DOOR || iType == IT_LOCKEDDOOR || CheckItemLineOfSight( ourChar, iUsed ));
}
if( !canUse )
{
tSock->SysMessage( 389 ); // That is too far away and you cannot reach it.
return false;
}
}
if( ourChar->GetCommandLevel() < CL_CNS )
{
if( tSock->GetTimer( tPC_OBJDELAY ) >= cwmWorldState->GetUICurrentTime() )
{
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
if( !tSock->ObjDelayMsgShown() )
{
tSock->SysMessage( 386 ); // You must wait to perform another action.
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
tSock->ObjDelayMsgShown( true );
}
return false;
}
tSock->SetTimer( tPC_OBJDELAY, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_OBJECTUSAGE ));
08/08/2021 - Xuri (0.99.4w) Added support for new Skills DFN tag: SKILLDELAY=# // Delay in seconds before another skill can be used after using this skill. Overrides global delay from UOX.INI Updated skill cSkills::SkillUse() to use skill-specific skill delays if set for a given skill, or global delay from ini if not. Also added a check to see if skill delay timer has been modified by onSkill JS event before attempting to set a default timer Updated skill delays to better match ~pub15 era: Reduced global SKILLDELAY setting in UOX.INI from 2 to 1 second Detecting Hidden skill now has a default skill delay of 10 seconds Herding skill now has a default skill delay of 10 seconds Hiding skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for trying to hide while in combat or for successfully hiding Meditation skill now has a default skill delay of 10 seconds, with shorter delays (global skill delay) for failing due to hands being occupied or already being at max mana Peacemaking skill now has a default skill delay of 10 seconds for failed skill checks, and 5 seconds delay for successful ones Poisoning skill now has a default skill delay of 10 seconds Provocation skill now has a default skill delay of 10 seconds Remove Trap skill now has a default skill delay of 10 seconds Stealing skill now has a default skill delay of 10 seconds Stealth skill now has a default skill delay of 10 seconds Tracking skill now has a default skill delay of 10 seconds Veterinary skill now has a default skill delay of 10 seconds Fixed an issue with global JS Timer object that would reference the wrong timerIDs Extended global JS timer object to include timers from socket as well (marked with SOCK_ prefix): .SOCK_SKILLDELAY // Delay before the next time player can use another skill .SOCK_OBJDELAY // Delay before next time player can use another object .SOCK_SPIRITSPEAK // Timer that tracks remaining duration of player's Spirit Speak .SOCK_TRACKING // Timer that tracks remaining duration for player's Tracking skill .SOCK_FISHING // Timer that tracks remaining duration for player's Fishing skill .SOCK_MUTETIME // Timer that tracks remaining duration a player remains muted .SOCK_TRACKINGDISPLAY // Timer that tracks interval between each time tracking display is updated Updated various JS scripts to use the new Timer.TIMERNAME with .GetTimer()/.SetTimer() JS Methods for Characters and Sockets Updated Persecution ability for player ghosts to use the skill delay of the Spirit Speak skill, if set Updated Persecution ability to base mana damage primarily on player's Spirit Speak skill rather than their Intelligence In order to cut down on the amount of messages sent from server to players trying to spam-use objects/skills, UOX3 now only sends a maximum of one message for object use delay and one message for skill use delay while the delay timers for these are in effect. This resets on the next successful use of an object or skill. This is tracked via bools in cSocket class: bool objDelayMsgShown bool skillDelayMsgShown Converted DELAY tag in spells.dfn to use seconds (with decimals) instead of tenths of a second, which was not precise enough. This controls the cast time of spells. What would previously say DELAY=10 (10/10ths of a second) now says DELAY=1.0 (1 second) Added support for new Spells DFN tag to control delay until damage takes place after casting a spell, replacing UOX.INI setting COMBATEXPLODEDELAY, which is no longer used: DAMAGEDELAY=# // Delay in seconds (decimal) until a direct damage spell deals its damage Added support for a new Spells DFN tag to control cast recovery time, during which additional spells cannot be cast: RECOVERYDELAY=# // Delay in seconds (decimal) until player can cast another spell Added new setting in UOX.INI to control whether player spellcasting gets interrupted upon equipping/picking up items: ITEMSINTERRUPTCASTING=1 // If enabled, spellcasting gets interrupted by equipping/picking up items. Defaults to enabled. All direct damage spells by default have a 1.0s delay before damage (and VFX) is applied, except Explosion which has a 2.5s delay All spells by default have a cast recovery duration of 1.0s; from the moment a spellcast is completed/moment targeting cursor appears, the player will be unable to cast any other spell for the duration of the cast recovery Reagent checks and skill-check now take place AFTER the spellcast animation, not before! Spell cast times now follow this formula, though values set per spell and can be modified: 0.25 + ( spellCircle * 0.25 ) Overhauled spell sound FX and VFX for for all spells Players can no longer cast spells while holding items on the cursor Fixed Magic Trap, Magic Untrap, Magic Lock and Magic Unlock not being usable on containers in one's own backpack Fixed an issue that caused Magic Trap to deal between 50 to 100 damage to the player. New damage: 5 to 10, depending on Magery skill Fixed an issue where Magic Untrap spell would completely remove traps from spawn containers instead of disable them Fixed an issue where Telekinesis spell would not set off traps on containers properly Added additional FX for Teleport spell played at player's original location before the teleport took place Fixed a bug where creatures summoned with the Summon Creature spell were not dispellable Fixed an issue where the Reveal spell would not reveal players hidden using the Hiding skill Dispel and Mass Dispel spells are no longer guaranteed to succeed at dispelling summoned creatures. Instead, the chance to dispel is based on the following simple formula, with dispelChance capped at 95% to always leave some chance for a creature to resist a dispel: dispelChance = ( 50 - ( targetResistSkill - casterMagerySkill )) / 1.5 The targetResistSkill is based on the highest value of the summoned creature's spell resistance skill and the spell resistance skill of its summoner Fixed an issue where the Create Food spell attempted to create an invalid item Fixed issue where code that checked for valid drop locations for items didn't allow negative z values (Dragon Slayer) Fixed issue where players could drop items on blocking map tiles like water or mountains (Dragon Slayer) Fixed issue where some JS functions like CheckStaticFlag, CheckDynamicFlag, DoesStaticBlock, DoesDynamicBlock and DoesMapBlock would not work correctly when passed negative Z values Fixed issue where context menu were listing skills to train from NPCs based on effective skill rather than base skill Fixed issue where NPCs would offer skills for training even if those skills were not above the minimum 60 skillpoints Updated clilocID used for Gump JS Method AddToolTip - as well as for some item/character tooltip data - from 1050045 to 1042971 for improved client compatibility Human/Elf/Gargoyle NPCs with spellcasting capabilities will now play a casting animation and briefly stop moving when they cast spells Updated NPC spellcasting code to help NPCs make a bit better choices of what spells to cast during combat. Now they take their own health percentage into account, and cast more offensive spells when at near full health vs more defensive spells as their health drops Fixed an issue where Hirelings wouldn't always immediately start following their new owners Fixed a bug where the Earthquake spell could incorrectly add NPC characters marked for deletion to the refresh queue Updated skills and stats of all implemented human NPCs (including vendors) to better match the state of those NPCs around the time of Pub15 Fixed SPATTACK values for a couple of NPCs that were still using values based on spell bitmask instead of spell circle value Updated stats of Jukan and Meer NPCs (dfndata/npc/lbrraces.dfn) to match stats from official LBR guide Added support for an optional third parameter for Character/Socket JS Method .CustomTarget() to allow highlighting targeting cursors as neutral (0, default aura), harmful (1, red aura), helpful (2, blue aura). A value of 3 will cancel the currently active targeting cursor. New syntax: myChar/mySock.CustomTarget( targetID, txtToSay, cursorType ) // supported cursorTypes: 0 = neutral, 1 = harmful, 2 = helpful, 3 = cancel current target cursor Various target cursors triggered by code (like hard-coded spells, some pet commands) also make use of these cursorTypes
2021-08-08 01:57:25 +08:00
tSock->ObjDelayMsgShown( false );
2021-06-12 07:30:23 -04:00
CChar *iChar = nullptr;
if( iUsed->GetCont() != nullptr )
{
iChar = FindItemOwner( iUsed );
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
if( ValidateObject( iChar ) && iChar != ourChar &&
!( iUsed->IsContType() && cwmWorldState->ServerData()->RogueStatus() ))
{
tSock->SysMessage( 387 ); // You cannot use items equipped by other players.
return false;
}
}
// Check if item is in a house?
Misc Pathfinding fixes and other things - v0.99.4b Fixed an issue with NPC trainers where they would list incorrectly the available skills players could train Fixed an issue where house key could not be used to open locked doors if key was not contained in root of player's backpack (UOX3/js/item/doors.js) When NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE are blocked too many times from moving by other characters, they will now pause for 60 seconds before attempting to move again Exposed .oldWanderType NPC property to JS engine, and updated 'set command to also update this property when manually changing NPC wanderType Reduced max attempts at calculating path for NPCs in wanderTypes WT_BOX, WT_CIRCLE or WT_FREE to 25 steps, unless they are evading and attempting to move back into their original wander box/circle NPCs who enter "evasion" state because they are unable to find a valid path to an attacker will now have their health reset to maximum, to prevent an exploit to take down any NPCs without risk of taking any damage in return JS Methods WalkTo() and RunTo() now actually make use of the provided maxSteps parameter when advanced pathfinding is enabled; previously it would default to 500 steps. Added new JS event that triggers when an NPC enters evasion state in combat due to being unable to reach their target onEnterEvadeState( mNPC, enemyChar ) // enemyChar would be the character they are unable to reach Added a new command - 'cure - that can cure a targeted character of any poisons (UOX3/js/commands/targeting/stats.js) NPCs of same race will no longer attack one another if hit by each other's AoE spells Fixed an issue with NPC pathfinding in combat that prevented ranged NPCs from closing in on their targets when losing LoS Spellcasting NPCs that cannot pathfind all the way to their target in combat will now attempt to pathfind to an area near the target instead Fixed an issue that prevented tiller-men from being correctly associated with their boats after a server restart Fixed an issue with combat where ranged characters could shoot bows further than the allowed max range for archery specified in uox.ini
2020-11-15 02:59:45 +08:00
else if( iType != IT_DOOR && iType != IT_LOCKEDDOOR && iType != IT_PLANK && iType != IT_HOUSESIGN && iType != IT_TILLER )
{
2021-06-12 07:30:23 -04:00
if( iUsed->GetMultiObj() != nullptr && iUsed->GetMultiObj() != ourChar->GetMultiObj() )
{
tSock->SysMessage( 389 ); // That is too far away and you cannot reach it.
return false;
}
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
iChar = iUsed->GetOwnerObj();
if( iUsed->IsCorpse() )
{
if( cwmWorldState->ServerData()->LootingIsCrime() )
{
bool willCrim = false;
if( ValidateObject( iChar ))
{
// if the corpse is from an innocent player, and is not our own corpse if( otherCheck
// and if the corpse is not from an enemy/allied guild && guildCheck
// and if the races are not allied/enemy && raceCheck )
willCrim = WillResultInCriminal( ourChar, iChar );
}
else
{
willCrim = (( iUsed->GetTempVar( CITV_MOREZ ) & 0x04 ) == 0x04 );
}
if( willCrim )
{
MakeCriminal( ourChar );
}
}
if( ValidateObject( iChar ))
{
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
CTownRegion *itemTownRegion = iUsed->GetRegion();
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( !itemTownRegion->IsGuarded() && !itemTownRegion->IsSafeZone() )
{
if( iChar->IsGuarded() ) // Is the corpse being guarded?
{
Combat->PetGuardAttack( ourChar, iChar, iChar );
}
else if( iUsed->IsGuarded() )
{
Combat->PetGuardAttack( ourChar, iChar, iUsed );
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
}
}
else if( iUsed->IsGuarded() )
{
CMultiObj *multi = iUsed->GetMultiObj();
if( ValidateObject( multi ))
{
CChar *multiOwner = multi->GetOwnerObj();
if( ValidateObject( multiOwner ) && multiOwner != ourChar )
{
Combat->PetGuardAttack( ourChar, multiOwner, iUsed );
}
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
else
{
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
CTownRegion *itemTownRegion = iUsed->GetRegion();
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( !itemTownRegion->IsGuarded() && !itemTownRegion->IsSafeZone() )
{
if( ValidateObject( iChar ))
{
Combat->PetGuardAttack( ourChar, iChar, iUsed );
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
}
}
}
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPIDblClick::Handle()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Player double clicks on a character or item
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
//| Changes - 09/22/2002 - Removed piece of code which is not needed. Cooking of raw
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| fish shouldn't produce cooked ribs, people can cook the fish after filleting with a knife.
//o------------------------------------------------------------------------------------------------o
bool CPIDblClick::Handle( void )
{
CChar *ourChar = tSock->CurrcharObj();
ourChar->BreakConcentration( tSock );
UI08 a1 = tSock->GetByte( 1 );
bool keyboard = (( a1 & 0x80 ) == 0x80 );
if( keyboard )
{
objectId -= 0x80000000;
}
if( objectId < BASEITEMSERIAL )
{
handleCharDoubleClick( tSock, objectId, keyboard );
return true;
}
// Begin Items / Guildstones Section
CItem *iUsed = CalcItemObjFromSer( objectId );
if( !ValidateObject( iUsed ))
return true;
ItemTypes iType = FindItemType( iUsed );
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
bool scriptExecuted = false;
std::vector<UI16> scriptTriggers = iUsed->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
// First loop through all scripts, checking for OnUseUnChecked events, which should run before
// item usage check is performed
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr ) // Was a script found?
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
// If retVal is -1, event doesn't exist in script
// If retVal is 0, event exists, but returned false/0, and handles item usage. Don't proceed with hard code (or other scripts!)
// If retVal is 1, event exists, proceed with hard code/other scripts
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
SI08 retVal = toExecute->OnUseUnChecked( ourChar, iUsed );
if( retVal == 1 )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
// Event exists, and returned 1 - proceed with other scripts/hard code
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
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scriptExecuted = true;
}
else if( retVal == 0 )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
// Event exists, and returned 0 - script handles usage, don't continue!
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
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return true;
}
}
}
// If no scripts were found, or if no script contained onUseUnchecked events, proceed with envoke stuff
if( scriptTriggers.size() == 0 || !scriptExecuted )
{
UI16 itemId = iUsed->GetId();
cScript *toExecute = nullptr;
UI16 envTrig = 0;
if( JSMapping->GetEnvokeByType()->Check( static_cast<UI16>( iType )))
{
// Get script to run by item type
envTrig = JSMapping->GetEnvokeByType()->GetScript( static_cast<UI16>( iType ));
toExecute = JSMapping->GetScript( envTrig );
}
else if( JSMapping->GetEnvokeById()->Check( itemId ))
{
// Get script to run by item ID
envTrig = JSMapping->GetEnvokeById()->GetScript( itemId );
toExecute = JSMapping->GetScript( envTrig );
}
// Check for the onUse events in envoke scripts!
if( toExecute != nullptr )
{
if( toExecute->OnUseUnChecked( ourChar, iUsed ) == 0 )
return true;
}
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
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bool itemUsageCheckComplete = false;
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Then loop through all scripts again, checking for OnUseChecked event - but first run item usage check
// once to make sure player can actually use item!
// If it hasn't been done at least once already, run the usual item-usage checks
if( !itemUsageCheckComplete )
{
if( !ItemIsUsable( tSock, ourChar, iUsed, iType ))
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
return true;
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// If item is disabled, don't continue
if( iUsed->IsDisabled() )
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
tSock->SysMessage( 394 ); // You cannot do that at the moment.
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
return true;
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
// Item-usage check completed!
itemUsageCheckComplete = true;
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
// Check if OnUseChecked event is present in script
SI08 retVal = toExecute->OnUseChecked( ourChar, iUsed );
if( retVal == 1 )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
// Event exists, and returned 1 - proceed with other scripts/hard code
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
scriptExecuted = true;
}
else if( retVal == 0 )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
// Script returned 0 - don't continue, usage is handled in script!
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
return true;
}
}
}
// If no scripts were found, or if no script contained onUse events, proceed with envoke stuff
if( scriptTriggers.size() == 0 || !scriptExecuted )
{
UI16 itemId = iUsed->GetId();
2021-06-12 07:30:23 -04:00
cScript *toExecute = nullptr;
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
UI16 envTrig = 0;
if( JSMapping->GetEnvokeByType()->Check( static_cast<UI16>( iType )))
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
// Get script to run by item type
envTrig = JSMapping->GetEnvokeByType()->GetScript( static_cast<UI16>( iType ));
toExecute = JSMapping->GetScript( envTrig );
}
else if( JSMapping->GetEnvokeById()->Check( itemId ))
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
// Get script to run by item ID
envTrig = JSMapping->GetEnvokeById()->GetScript( itemId );
toExecute = JSMapping->GetScript( envTrig );
}
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
// Check for the onUse events in envoke scripts!
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
{
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
if( toExecute->OnUseChecked( ourChar, iUsed ) == 0 )
return true;
}
}
if( HandleDoubleClickTypes( tSock, ourChar, iUsed, iType ))
return true;
tSock->SysMessage( 486 ); // You can't think of a way to use that item.
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - AppendData()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Add data onto the end of the string in singleclick() based on an items type
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
//| This is used by legacy singleclick names that don't show tooltips
//o------------------------------------------------------------------------------------------------o
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
const char *AppendData( CSocket *s, CItem *i, std::string &currentName )
{
std::string dataToAdd;
switch( i->GetType() )
{
case IT_CONTAINER:
case IT_SPAWNCONT:
case IT_UNLOCKABLESPAWNCONT:
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
dataToAdd = std::string( " (" ) + oldstrutil::number( static_cast<SI32>( i->GetContainsList()->Num() )) + std::string( " items, " );
dataToAdd += oldstrutil::number(( i->GetWeight() / 100 )) + std::string( " stones)" );
break;
case IT_LOCKEDCONTAINER: // containers
case IT_LOCKEDSPAWNCONT: // spawn containers
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
dataToAdd = std::string( " (" ) + oldstrutil::number( static_cast<SI32>( i->GetContainsList()->Num() )) + std::string( " items, " );
dataToAdd += oldstrutil::number(( i->GetWeight() / 100 )) + std::string( " stones) " + Dictionary->GetEntry( 9050, s->Language() )); // [Locked]
break;
case IT_LOCKEDDOOR:
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
dataToAdd = " " + Dictionary->GetEntry( 9050 ); // [Locked]
break;
case IT_RECALLRUNE:
case IT_GATE:
case IT_OBJTELEPORTER:
{
CTownRegion *newRegion = CalcRegionFromXY( static_cast<SI16>( i->GetTempVar( CITV_MOREX )), static_cast<SI16>( i->GetTempVar( CITV_MOREY )), i->WorldNumber(), i->GetInstanceId() );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
dataToAdd = std::string( " (" ) + newRegion->GetName() + std::string( ")" );
break;
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
default:
break;
}
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
if( i->IsLockedDown() )
{
auto iMultiObj = i->GetMultiObj();
if( ValidateObject( iMultiObj ) && iMultiObj->IsSecureContainer( i ))
{
dataToAdd += Dictionary->GetEntry( 9052, s->Language() ); // [locked down & secure]
}
else
{
dataToAdd += Dictionary->GetEntry( 9053, s->Language() ); // [locked down]
}
}
if( i->IsGuarded() )
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
UOX3 0.99.5b Fixed an issue where karma titles would inadvertently have the space behind the title trimmed before being displayed in paperdoll, resulting in erroneous display of title + name there Fixed an issue with a cooking script (js/skill/cooking/cooking.js) where sweet dough would not get consumed properly on cooking (Dragon Slayer) Updated C++ function calcRegionFromXY to work with CBaseObject instead of CChar, so it also works for Items Items now have current town region stored as an object property during runtime. This is calculated on load, when container property is updated, and when an item is picked up or dropped. The region is also accessible via the (read-only) JS Item property .region Added new JS Event to allow capturing button presses from the old-school gump displayed by client via packet 0x76, which was originally used by the old-school crafting menus in T2A. The requirement for this to work is that the gump in question must have a gumpID between 0x4000 and 0xffff (which can be set when manually creating a packet with this ID via JS), and the Event itself must be in the global script: onScrollingGumpPress( pSock, gumpID, buttonID ) Added new JS Event to allow better control over which names UOX3 sends to the client for characters: onNameRequest( myObj, requestedBy ) // return custom string, or return empty string/nothing/true/false to use default name Updated JS Events to also work for Items (previously only worked for Characters) onLightChange( myObj, lightLevel ) onTempChange( myObj, temp ) onWeatherChange( myObj, weatherType ) Adjusted default temperature for town regions with no weather systems defined from 0 to 20 degrees Celsius Updated some JS scripts (fishing.js, baking.js and cooking.js) to make use of GetTempTag/SetTempTag rather than GetTag/SetTag Added cancel-checks to targeting functions in command script for add-commands (js/commands/targeting/add.js) Updated get command script (js/commands/targeting/get.js) to allow retrieving region ID and name using 'get region Updated misc command script (js/commands/custom/misc-cmd.js) to add 'gettemptag and 'settemptag commands, used to retrieve/set temporary custom tags from/on objects Fixed a bug where Spirit Speak skill would be checked for race languages even if the race had LANGUAGEMIN defined as 0 (or not defined at all) Fixed an issue where players using regular UO client would get stuck in a black void after teleporting between worlds, by adding an additional character refresh after the teleport Fixed an issue where crafting tools for Blacksmithing and Carpentry would attempt to fetch the value of an incorrectly named INI setting to handle durability loss for the tools Added new setting under [settings] section of UOX.INI to control whether it should be possible to craft weapons from coloured ingots or not: CRAFTCOLOUREDWEAPONS=0/1 // If enabled(1), players can craft coloured weapons. Defaults to disabled(0) Fixed an issue where the correct ingots were not consumed when attempting to craft items using colored ingots Fixed a rogue debug message leftover in the scissor script
2022-02-13 22:49:37 +08:00
CTownRegion *itemTownRegion = i->GetRegion();
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
if( !itemTownRegion->IsGuarded() && !itemTownRegion->IsSafeZone() )
{
dataToAdd += " " + Dictionary->GetEntry( 9051, s->Language() ); // [Guarded]
}
}
if( i->IsNewbie() )
Runebooks and misc fixes Fixed a bug with PACKITEM tag which seeped in with previous commit, which could cause a server crash due to incorrect handling of the tag data Blank recall runes will no longer have a tooltip with the world the runes were marked in A west-facing rune with item ID 0x1f17 has been added to represent blank, unmarked runes. This is now the rune that vendors sell, and which can be added through the magic-portion of the 'add menu. Upon being marked by a Mark spell, the rune will change ID to the north-facing one with ID 0x1f14. This is to accommodate the Inscription crafting skill, which will use the blank 0x1f17 runes as a crafting resource. Inscription skill can now be used to craft Runebooks. In addition to the skill requirement (min 45.0 Inscription), it requires 8 blank scrolls, 1 blank recall rune, 1 Recall scroll and 1 Gate Travel spell. Added new item type - IT_RUNEBOOK (49) Added new item definition for Runebook ([runebook]) to dfndata/items/magic/misc_magic.dfn Integrated a version of the Runebook JS script rewritten from scratch to support all the features that ~pub15 era Runebooks did, including dropping runes and Recall scrolls on the books, recalling/gating directly from the spell icons in the Runebook, and more. Max charges for a newly crafted Runebook ranges from 5 to 10 depending on the Inscriber's skill (if rank system for crafting is enabled), and is stored in the book's direction property Newbie/blessed items will now have [Blessed] displayed in the item tooltip Ghosts can no longer "speedhack" by spamming the tab button to go in and out of combat rapidly
2021-07-31 20:10:23 +08:00
{
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
dataToAdd += " " + Dictionary->GetEntry( 9055, s->Language() ); // [Blessed]
Runebooks and misc fixes Fixed a bug with PACKITEM tag which seeped in with previous commit, which could cause a server crash due to incorrect handling of the tag data Blank recall runes will no longer have a tooltip with the world the runes were marked in A west-facing rune with item ID 0x1f17 has been added to represent blank, unmarked runes. This is now the rune that vendors sell, and which can be added through the magic-portion of the 'add menu. Upon being marked by a Mark spell, the rune will change ID to the north-facing one with ID 0x1f14. This is to accommodate the Inscription crafting skill, which will use the blank 0x1f17 runes as a crafting resource. Inscription skill can now be used to craft Runebooks. In addition to the skill requirement (min 45.0 Inscription), it requires 8 blank scrolls, 1 blank recall rune, 1 Recall scroll and 1 Gate Travel spell. Added new item type - IT_RUNEBOOK (49) Added new item definition for Runebook ([runebook]) to dfndata/items/magic/misc_magic.dfn Integrated a version of the Runebook JS script rewritten from scratch to support all the features that ~pub15 era Runebooks did, including dropping runes and Recall scrolls on the books, recalling/gating directly from the spell icons in the Runebook, and more. Max charges for a newly crafted Runebook ranges from 5 to 10 depending on the Inscriber's skill (if rank system for crafting is enabled), and is stored in the book's direction property Newbie/blessed items will now have [Blessed] displayed in the item tooltip Ghosts can no longer "speedhack" by spamming the tab button to go in and out of combat rapidly
2021-07-31 20:10:23 +08:00
}
2022-06-15 19:19:40 -04:00
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
// Is the item a magical item, and unidentified?
if( !i->IsCorpse() && i->GetName2() != "#" && i->GetName2() != "" )
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
{
s->ObjMessage( Dictionary->GetEntry( 9402, s->Language() ), i ); // [Unidentified]
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
currentName += dataToAdd;
// Question: Do we put the creator thing here, saves some redundancy a bit later
return currentName.c_str();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPISingleClick::Handle()
//o------------------------------------------------------------------------------------------------o
Instance-support and misc code cleanup Misc code and documentation cleanup: Updated and standardized function comment blocks throughout entire codebase Grouped getters and setters together in pairs and documented them as one Removed empty and/or non-useful information from comment blocks Removed unused function from cItem.cpp/h - IncID() - formerly used to change IDs for doors Added new feature - Instances Objects (characters, items, multis, spawnregions) can now make use of a 5th parameter to determine their location in the game world. In addition to the traditional X, Y, Z and WORLDNUMBER parameters, a new one has been added - INSTANCEID - that allows objects to exist at the same coordinates in the same world, but in different "dimensions". Code has been updated in multiple places to support this, and a default instanceID of 0 is assumed if nothing else is specified. Added support for new DFN tag in town regions, spawn regions and locations - INSTANCEID (defaults to 0 if not present) Added support for another start location parameter after worldNum in UOX.INI representing instanceID (defaults to 0 if not present) Updated TWEAK menu to include WorldNumber and instanceID Fixed BaseWeight option in TWEAK menu Updated CBase_Teleport - now takes an optional 5th parameter instanceID Updated SE_SpawnNPC now takes an optional 5th parameter - instanceID Updated SE_FindMulti now takes an optional 5th parameter - instanceID Updated SE_GetItem now takes an optional 5th parameter - instanceID Updated SE_FindItem now takes an optional 6th parameter - instanceID Added new JS property for Items, Characters, Regions: .instanceID Added JS property for Regions: .members - returns comma-separated list of town member serials Updated JS scripts making use of the above-mentioned JS Methods/Functions Updated dictionaries with new tweak menu entry texts Exposed SpawnRegions to JS engine, and updated JS docs with details: SpawnRegion JS Functions IterateOverSpawnRegions() GetSpawnRegion( spawnRegNum ) GetSpawnRegionCount() SpawnRegion JS Properties name regionNum itemList npcList item npc maxItems maxNpcs itemCount npcCount onlyOutside prefZ x1 y1 x2 y2 world instanceID minTime maxTime call
2020-08-08 13:57:15 +08:00
//| Purpose - Called when an item or character is single-clicked (also used for AllNames macro)
//o------------------------------------------------------------------------------------------------o
bool CPISingleClick::Handle( void )
{
if( objectId == INVALIDSERIAL ) // invalid
return true;
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
if( objectId < BASEITEMSERIAL )
{
// Begin chars/npcs section
CChar *c = CalcCharObjFromSer( objectId );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
if( ValidateObject( c ))
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
std::vector<UI16> scriptTriggers = c->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
// If script returns true/1, don't show hard-coded name, and don't run additional onClick events
if( toExecute->OnClick( tSock, c ) == 1 )
{
return true;
}
}
}
tSock->ShowCharName( c, false );
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
}
//End chars/npcs section
return true;
}
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
std::string temp2;
std::string realname;
CChar *mChar = tSock->CurrcharObj();
//Begin items section
UI08 a1 = tSock->GetByte( 1 );
UI08 a2 = tSock->GetByte( 2 );
UI08 a3 = tSock->GetByte( 3 );
UI08 a4 = tSock->GetByte( 4 );
CItem *i = CalcItemObjFromSer( objectId );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
if( !ValidateObject( i )) // invalid item
return true;
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
// October 6, 2002 - Added support for the onClick event
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
std::vector<UI16> scriptTriggers = i->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
2021-06-12 07:30:23 -04:00
if( toExecute != nullptr )
Minor JS revamp - multiple scripts per object! Added TryParseJSVal() helper function in cScript.cpp, used to parse jsval values returned from script events. Provides results matching 0 (0, false), 1 (1, true) or any specific int value returned from script. JS events updated to use new TryParseJSVal helper function (no change in behaviour): onDecay, onResurrect, onCommand, onBuyFromVendor, onSellToVendor, onPickup, onCharDoubleClick, onSkillGump, onUseBandageMacro, onCombatStart, onCombatEnd, onDeathBlow, onBuy, onSell JS events with slight change of behaviour after update to use TryParseJSVal: onDrop, onDropItemOnItem, onDropItemOnNpc - previously, a blank or non-existent return value would be treated the same as a return true. This will now be treated as a return false. Update scripts accordingly! JS events updated to support return values from scripts: onCollide, onTalk, onSnooped, OnHungerChange Return false or nothing to prevent hard code from running Return true to allow hard code to run like normal onStolenFrom, onAISliver, onLightChange, onVirtueGumpPress, onQuestGump, onSpecialMove, onSwing, onClick, onHouseCommand, onSellToVendor, onSkillCheck, onSpellGain, onSpellLoss Return false to allow hard code and other scripts with event to run like normal Return true to prevent hard code and other scripts with event from running onSteal Return false or nothing to allow hard code and other scripts with event to run like normal Return true to prevent hard code and onStolenFrom event from running (theft failed?) Return 2 to prevent hard code, but allow onStolenFrom event to run (theft succeeded, but handled in script?) onLeaving, onEntrance, onEquip, onUnequip, onEnterEvadeState, onSoldToVendor, onBoughtFromVendor, onSpellSuccess, onSpellTarget, onFlagChange, onDeath Return false or nothing to allow other scripts with event to run like normal Return true to prevent other scripts with event from running Added new JS events that run prior to items being equipped/unequipped, with support for return values: onEquipAttempt( pEquipper, iEquipping ) onUnequipAttempt( pEquipper, iUnequipping ) Return false or nothing to reject attempt to equip/unequip item, and prevent hard-code or other scripts with event from running Return true to allow hard code to run like normal Added new JS event that runs prior to onSnooped event, for character doing the snooping: onSnoopAttempt( snooped, snooper ) Return false or nothing to prevent hard code and other snooping-related events from running Return true to allow hard code and other snooping-related events to run like normal Updated onSnooped JS event to accept return values: Return true when success state is true to prevent other scripts with event from running Return true when success state is false to prevent hard code and other scripts with event from running Updated onClick JS event to also run for characters with event attached (return 1 to prevent showing hard-coded name for whatever object is clicked) Updated onSteal JS event to include a third parameter, an object reference for the target of the theft Added support for assigning multiple JS scripts per object (item, multi, char, region). Any time a scriptID is added to an object, the list of such IDs for that object will be sorted from lowest to highest scriptID, which also determines the execution order for the scripts. Note that if the same JS event is present in several scripts assigned to an object, each of those events will trigger, unless the rules about return values for said event prevent this DFNs for Items, Multis, Characters and Regions can now contain multiple SCRIPT=scriptID tags per definition. Each such SCRIPT tag will be applied to the object in question, then sorted from lowest to highest scriptID by server. Added new JS property for Items, Multis, Characters and Regions: .scriptTriggers // If used to get property, will return array object with all script IDs assigned to object. If used to set property, will add script ID to existing list of script IDs for object. Modified JS property for Items, Multis, Characters and Regions, which for backwards compatibility functions similar to in older versions: .scripttrigger // If used to get property, will return last script ID in list of script IDs assigned to object. If used to set property, will clear list of script IDs and assign only the new ID Added new JS Methods for Items, Multis, Characters and Regions: .AddScriptTrigger( scriptID ) // Adds a new scriptID to list of scripts assigned to object .RemoveScriptTrigger( scriptID ) // Remove a specific scriptID from object (0 = remove all) Moved SETSCPTRIG command from code to JS (js/commands/targeting/scptrig.js), and supplemented it with some additional commands: GETSCPTRIG // List out all scriptIDs assigned to object SETSCPTRIG scriptID // Clears list of scriptIDs for object, then assigns the specified scriptID ADDSCPTRIG scriptID // Adds specified scriptID to list of scriptsIDs assigned to object REMOVESCPTRIG scriptID // Removes specified scriptID from list of scriptIDs assigned to object (0 = remove all)
2021-05-25 19:37:52 +08:00
{
// If script returns true/0, don't show hard-coded name, and don't run additional onClick events
if( toExecute->OnClick( tSock, i ) == 1 )
{
return true;
}
}
}
if( mChar->GetSingClickSer() )
{
tSock->ObjMessage( 1737, i, 0.0f, 0x03B2, a1, a2, a3, a4 );
}
UI16 getAmount = i->GetAmount();
2021-06-12 07:30:23 -04:00
if( i->GetCont() != nullptr && i->GetContSerial() >= BASEITEMSERIAL )
{
25/10/2012 - Xuri OnCollide JS event can now be triggered from character scripts. NOTE: If both item and character have scripts attached, item script takes precedence. Fixed an issue where some LineofSight-checks (for double-clicking items, for instance) would erroneously fail to succeed Lumberjacking will now check if user is in range of target both at start and end of the chopping-process (previously start only) Fixed an incorrectly named variable in js/server/resources/bananas.js (dragon slayer) Added missing NPC entries: gazerlarva (dragon slayer) Updated dfndata/regions/regions.dfn to disallow Mark/Recall/Gate-spells in Felucca dungeons, and added some missing brackets (dragon slayer) Added support for randomizing the direction an NPC will face in when spawned. To do so, use "RND" as the specified direction in their DFNs. A pet being ordered to attack its owner (player), or another pet under the same ownership, should no longer result in criminal charges against the player in question. Fixed an issue where locked down items could get removed from the multi when bouncing back on pickup-attempts Fixed an issue where NPCs would never leave combat with targets that were unreachable on a different floor of a building than them. Items with visibility value of 3 (Permanent Hidden/GM Hidden) will now not show up to players in containers Members of the same party should no longer become criminals from attacking one another Expanded the maximum amount of available regions in regions.dfn from 255 to 65535 Minor cleanup done in various parts of the source Corrected weight of iron ingots in dfndata/items/skills/resources/smithing.dfn - they should now weigh 1 stone (weight=100) each.
2012-10-25 06:02:26 +00:00
CChar *w = FindItemOwner( static_cast<CItem *>( i->GetCont() ));
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
if( ValidateObject( w ))
{
if( w->GetNpcAiType() == AI_PLAYERVENDOR )
{
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
std::string temp;
temp = "Desc: " + i->GetDesc() + std::string( " at " ) + std::to_string( i->GetBuyValue() ) + std::string( "gp" );
tSock->ObjMessage( temp, i );
}
}
}
#if defined( _MSC_VER )
#pragma todo( "We need to update this to use GetTileName almost exclusively, for plurality" )
#endif
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
if( i->GetNameRequest( tSock->CurrcharObj(), NRS_SINGLECLICK )[0] != '#' )
{
if( i->GetId() == 0x0ED5 ) //guildstone
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
realname = oldstrutil::format( Dictionary->GetEntry( 101, tSock->Language() ).c_str(), i->GetNameRequest( tSock->CurrcharObj(), NRS_SINGLECLICK ).c_str() );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
if( !i->IsPileable() || getAmount == 1 )
{
if( mChar->IsGM() && !i->IsCorpse() && getAmount > 1 )
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
realname = oldstrutil::format( "%s (%u)", i->GetNameRequest( tSock->CurrcharObj(), NRS_SINGLECLICK ).c_str(), getAmount );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
else
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
realname = i->GetNameRequest( tSock->CurrcharObj(), NRS_SINGLECLICK );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
}
else
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
realname = oldstrutil::format( "%u %ss", getAmount, i->GetNameRequest( tSock->CurrcharObj(), NRS_SINGLECLICK ).c_str() );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
}
else
{
GetTileName(( *i ), realname );
if( i->GetAmount() > 1 )
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
realname = std::to_string( getAmount ) + std::string(" ") + realname;
}
if( i->GetType() == IT_MAGICWAND )
{
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
if( i->GetName2() == "#" || i->GetName2() == "" )
{
realname += oldstrutil::format( Dictionary->GetEntry( 9404, tSock->Language() ), i->GetTempVar( CITV_MOREZ )); // with %d charges
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
}
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
else
{
0.99.4x Fixed an issue where the color of NPC corpse names would not always match up with the NPC's flag color Fixed a bug where the baseRange and maxRange properties of ranged weapons would not get saved to world files. These values are now saved in the format of RANGE=baseRange,maxRange Changed the way items are added to containers, to ensure that the order in which the items are displayed to the player always reflects the order in which they were added; now the most recent item added/moved in a container will always be rendered on top of older items. Made adjustments to how items are randomly added to containers; should use more of a given container gump's available area now Exposed Item property to JS engine, which contains serial of the creator of an item: .creator // contains serial of the creator of an item. If set, maker's marks will show up in the item's tooltip Fixed an issue where JS engine would lose track of script context if one script used CreateDFNItem() or SpawnNPC() functions and the new objects had events that triggered upon creation. UOX3 now restores the original script context at the tail end of these functions. Added new JS Event to allow inserting custom tooltip text for objects, which will be displayed in tooltips right after the object name. Any text returned from the event will be displayed, and the text can make use of the same HTML tags as gumps to make changes to color, font, etc. onTooltip( myObj ) // Triggers for objects right before the object's tooltip properties are sent to client Updated 'tweak and 'set commands to refresh item being modified if movable state of item changes, so the change is reflected in nearby clients Fixed an issue with NPC vendors and items bought from players not being properly removed from the vendor's "bought container" when players buy them again Ported Item Identification skill from code to JS (js/skill/itemid.js) and removed hard-coded version Implemented magic item generator in JS (js/item/magic_item.js). When this script is attached to an NPC, it has a chance to generate magic weapons, armors, wands/staffs and rings as loot on the NPC's corpse when slain. The chance of getting quality magical items increases with the fame level of the NPC in question. The types of magical items generated follows the pattern of such items as implemented in UO prior to the AoS expansion. Examples: exceedingly accurate war hammer of vanquishing substantial, accurate axe of power and Daemon's Breath silver long sword massive platemail arms of Protection metal shield of defense durable ringmail tunic of guarding All magic items have a chance to have spell effects attached (with rings/wands being guaranteed to have these), with a limited amount of charges available. For weapons, these effects activate on successful hits in combat, while for armors they activate on equip, and then periodically as long as the item is worn. Rings and wands/staffs have to be manually activated and targeted - with the exception of rings of invisibility, which activate the moment you equip them! Related scripts: js/item/magic_armor_equipeffects.js js/item/magic_weapon_accbonus.js js/item/magic_weapon_equip.js js/item/magic_weapon_spell_attack.js The magic item loot generation script has been attached to a number of different NPCs, all of which now have a chance to drop magic items as loot when defeated. A bonus magical item - the glacial staff - has also been implemented (js/item/magic_glacial_staff.js), and has a chance to drop as loot from Giant Ice Serpents! Fixed an issue with CustomTarget where the target message would not be displayed if the cursorType parameter was provided Fixed bug with 'rename command, which referenced a non-existing variable that caused a script crash Added additional object properties to 'get and 'set commands: .shouldSave // Determines if an item should be saved in worldfiles or not .baseRange // Determines the base range of a ranged weapon, less than which it becomes less effective .maxRange // Determines the max range of a ranged weapon, beyond which it cannot reach its target The feature that allows stats like Strength, Dexterity and Intelligence to provide bonuses to skill checks has been turned into a UOX.INI setting, which is disabled by default. The bonuses have also been nerfed; they will no longer contribute more to the success of a skill check than the actual skill being checked! STATSAFFECTSKILLCHECKS=0/1 // If enabled, stats can provide bonuses to skill checks based on the weighting for those stats as setup in dfndata/skills/skills.dfn Updated damage tracking code to include the type of damage that was dealt (PHYSICAl vs HEAT vs COLD, etc) Updated Character JS Method Damage() to include a new parameter that can specify the type of damage that was dealt to the character. The new parameter must always be included if other optional parameters are used. Note that updates might be required for scripts making use of this method.Updated syntax: .Damage( amount ) .Damage( amount, damageType ) .Damage( amount, damageType, attacker ) .Damage( amount, damageType, attacker, doRepsys ) Supported damageTypes: PHYSICAL = 1 LIGHT = 2 RAIN = 3 COLD = 4 HEAT = 5 LIGHTNING = 6 // magic damage POISON = 7 SNOW = 8 Updated JS Event OnDamage to include an additional parameter that describes the type of damage that was dealt. New syntax: onDamage( damaged, attacker, damageValue, damageType ) Updated JS Event OnSpellTarget to allow rejecting a spell being cast on a target by returning a value of 2 from the script Split the character priv flag for magic reflection into a temporary one (one-time magic reflection spell) and a permanent one (innate permanent reflection ability). The temporary effect is put in place by Magic Reflection spell, and is removed after a successful spell reflect. The permanent one is an innate ability of a character and is not removed even after a spell is reflected. Added new Character JS property to get/set state of a character's permanent magic reflect ability: .permanentMagicReflect // 0 = disable, 1 = enable Added special abilities/effects for the following NPCs: Acid Elementals now have a chance to damage the melee weapons of their attackers Dull Copper Elementals now explode on death Shadow Iron Elemental is immune to targeted spell damage Copper Elementals have permanent magic reflect, and reflect some physical damage back at their attacker Bronze Elementals deal passive area damage to nearby players every 5 to 10 seconds Valorite Elementals have permanent magic reflect, reflect some physical damage back at their attacker Snow/Ice Elementals deal passive area damage to nearby players every 5 to 10 seconds Lava Serpents deal passive area damage to nearby players every 5 to 10 seconds Phoenixes deal passive area damage to nearby players every 5 to 10 seconds Pixies have a chance to cast a random spell upon receiving a death blow: Bless (target) Curse (target) Explosion (target) Greater Poison (target) Greater Heal (self, prevents death) Ethereal Warriors will now resurrect dead players with positive karma Ethereal Warriors now have a chance to drain target's health, stamina or mana on hit Fire Breath special ability added to the following NPCs, with the random ability damage scaling with the NPCs current health: Hell Cat, 5 to 8 dmg at max health Fire Steed, 6 to 9 dmg at max health Hell Hounds, 8 to 11 dmg at max health Lava Lizard, 8 to 11 dmg at max health Predator Hell Cat, 9 to 14 dmg at max health Sea Serpent, 11 to 17 dmg at max health Swamp Dragon, 15 to 22 dmg at max health Armored Swamp Dragon, 15 to 22 dmg at max health Fire Gargoyle, 20 to 30 dmg at max health Deep Sea Serpent, 21 to 32 dmg at max health Serpentine Dragon, 22 to 32 dmg at max health Drake (Gray), 22 to 32 dmg at max health Drake (Red), 22 to 32 dmg at max health Nightmare, 26 to 39 dmg at max health Dark Steed, 26 to 39 dmg at max health Silver Steed, 26 to 39 dmg at max health Kraken, 39 to 59 dmg at max health Dragon (Red), 41 to 62 dmg at max health Dragon (Gray), 41 to 62 dmg at max health Shadow Wyrm, 50 to 75 dmg at max health Reptalon, 51 to 77 dmg at max health Skeletal Dragon, 52 to 77 dmg at max health Ancient Wyrm, 60 to 90 dmg at max health Update stats, skills and loot for all currently implemented NPCs Removed an ancient piece of code that prevented corpses from being generated for various elementals and blade spirits on death. This was originally put in place because these creatures had no corpses, and would replace it with a backpack instead, but these creatures now all have corpses in all client versions supported by UOX3 Updated potions script (js/item/potion.js) with updated formula for amount of hitpoints healed by healing potions, and added restrictions for using them when at full health and/or if poisoned (Dragon Slayer) Fixed a bug where creatures (and humans, if FORCENEWANIMATIONPACKET was disabled in uox.ini) would play animations with wrong frame count, causing the animations to either freeze for a few frames at the end, or get cut off a couple of frames early Implemented bonus hit chance for Archery skill, based on mention of such a bonus in Publish 5 patch notes and related UO House of Commons chat. This has been exposed as a UOX.INI setting where this bonus can be tweaked: ARCHERYHITBONUS=10 // Bonus hit chance for Archery skill added to regular hit chance in combat. Defaults to 10% Implemented optional extra delay between moving and being able to shoot with ranged weapons in combat (in addition to whatever delay is there due to speed of the ranged weapon). This is exposed as a UOX.INI setting: ARCHERYSHOOTDELAY=0.5 // Minimum delay in seconds from a player stops moving until they can start to fire their ranged weapon. Defaults to 0.5s Fixed a bug where players who never entered combat mode could fire ranged weapons while moving Updated Add-menu with some improvements for usability: Menu now directly on the Objects (previously "Shard") tab for quicker access, with a small welcome text and quick-link button for UOX3 docs Settings tab contains some (persistent, will be saved with character) options for how the Add-menu behaves, along with a few quick-access buttons to some useful commands. Available options: Option to add chosen item at specific location instead of in GM's backpack Option to add chosen item repeatedly until cancelled Option to automatically reopen Add-menu on last menu that was open when a selection is made Option to force decayable state of all added items to either off (doesn't decay), on (decays) or nothing (use item default) Option to force movable state of all added items to either off (not movable), on (movable) or nothing (use item default) Added a Home button at the bottom of the menu, that takes the user back to the front page of the Add-menu regardless of which menu page they're on Updated Character/Socket JS Method SysMessage() with an optional parameter to specify the color used to display the system message. Updated syntax: .SysMessage( "Text" ) // Display "Text" to user as a system message with default system message color from ini .SysMessage( "Text %s %s", txtArg1, txtArg2 ) // Display "Text" to player with string arguments injected into text .SysMessage( txtColor, "Text" ) // Display "Text" to user with a specified color .SysMessage( txtColor, "Text %s %s", txtArg1, txtArg2 ) // Combination of text color, text and string arguments Fixed a bug where hair/beard items could show up inside corpses Fixed a bug where items could sometimes vanish (visually) from containers when bouncing back because player was not able to pick them up Fixed a bug where players would be unable to pick up a freely movable item from a locked down container Updated handling of item bouncing on pickup to use UOX3 dictionary messages instead of hard-coded client messages Added support for new Dictionary language: dictionary.POL - Polish (SERVERLANGUAGE=8 in uox.ini, or client language 83 if SERVERLANGUAGE is set to 0) Added taming restrictions for Unicorn, Ki-Rin and Cu Sidhe (js/skill/taming.js) Added modification of some creatures stats after they've been tamed (js/skill/taming.js) Added restrictions for who can ride certain creatures (Unicorn, Ki-Rin, Cu Sidhe) Updated words of power for Meteor Swarm spell to follow the same logic as other spells using Kal (Summon): Kal Des Flam Ylem Added new Item/Character JS Methods to get/set temporary custom tags which don't persist across worldsaves (or across reconnects, for players): .GetTempTag( "tagName" ) .SetTempTag( "tagName", tagValue ) When applying HPMAX, STAMINAMAX AND MANAMAX DFN tags to new NPCs, their current HP, STAMINA and MANA properties will now be automatically updated to match Fixed a server crash caused by empty speech messages sent from certain clients Fixed a bug that prevented teleport locations in Felucca/Trammel from working properly Updated calculations in code for duration and damage of existing poison strengths (1 - Lesser, 2 - Normal, 3 - Greater, 4 - Deadly) to match with ~Publish 15 (LBR/pre-AoS), and added another poison strength for monster usage (5 - Lethal) The strength of the Poison and Poison Field spells is now based on the average of the caster's Magery and Poisoning skills, the distance from the target (Poison spell only) and the target's Resisting Spells skill. If caster is further away than 2 tiles from target, the poison strength always equals Lesser Poison, otherwise the following rules apply: If caster's combined skill is higher than 100.0, poison strength equals Greater Poison, with 5% chance of Deadly Poison (if Poison spell) or Deadly Poison (if Poison Field spell) If caster's combined skill is higher than 70.2, poison strength equals Greater Poison If caster's combined skill is higher than 30.2, poison strength equals Normal Poison If caster's combined skill is 30.2 or lower, poison strength equals Lesser Poison If target resists spell, poison strength is reduced by 1 level, unless it's already at the lowest level Fixed an issue that would would let players move faster than they should have been allowed to Fixed misc issues with Party System: Mana and Stamina should now update for Party Members when added to the party, when going in/out of range and when their stats update while in range Players who get disconnected or relog should now find themselves back in the same party they were in previously Added system messages to inform party members about updates to their party, and to let invited players know they've successfully joined a party (or rejoined, if relogging) World saves now operate on the principle of only saving changes done since the last world save. Combined with the fact that NPCs in UOX3 are only active if there are players in the same/neighbouring map regions, shard owners may expect to see a decrease in world save times ranging from ~11% to ~99%, depending on how active and how spread out their player base is. If no changes have taken place since last save, saves are virtually instantaneous!
2021-09-20 21:35:17 +08:00
realname += " (unidentified)";
}
}
else if( i->IsContType() )
{
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
SI32 iCount = 0;
if( i->IsCorpse() )
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
{
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
iCount = static_cast<SI32>( GetTotalItemCount( i ));
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
}
else
{
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
iCount = static_cast<SI32>( i->GetContainsList()->Num() );
0.99.4z++ Updated 'decorate save command to not save items that are inside multis (the multis themselves are not saved anyway!) Fixed some issues that would crash decorate script when attempting to use event subcommands without event names Renamed 'fixcontweight command to 'fixcont and updated it to also fix maxItems property for containers that don't already have that set Updated container world file template for Felucca with containers with proper maxWeight and maxItems seet Updated admin welcome gump (js/server/misc/admin_welcome.js) to also include containers (previously missing) and disable facets that don't have any decorations yet. Anyone who already used the admin welcome gump to place default decorations for their shards can use 'decorate load containers to add the missing containers. Changed how house addons are marked as addons; they will no longer have their item type set to 201 (IT_HOUSEADDON), as this would override any existing item type functionality of the items being setup as addons (like the dresser, which is a container). Instead, house addons are now marked with a custom tag "addon", which is used by scripts like axe.js to identify them as house addons instead of relying on the item type. Uncommented the dresser house-addon from 'add menu, as it now works as intended Added house-addons to ArchitectShopping SHOPLIST so they can be bought from Architect shopkeepers for roughly the cost of the material it would have taken to craft them. This is a temporary solution until crafting these have been implemented. Updated default region spawn file to evict the beekeeper from Skara Brae bank to make room for some actual bankers! The beekeeper is now tending to the bees outside the bank instead. Fixed issue where NPC vendors would not restock more than 1 leather tunic and/or leather gloves, because of a missing restock tag in the DFN entries for those items Removed kindling from the shoplist of Armourer vendors Bananas are now edible Bowyer shopkeepers will now restock more than 1 shaft and/or feather Provisioner shopkeepers will now restock more than 1 candle, lantern, various masks, kindling, flour Jeweler shopkeepers will now buy some gems (star sapphire and tourmaline) they were previously not so interested in Bowyer shopkeepers now sell fletching tools Added fletcher's tools as newbie item for players starting with Bowcraft/Fletching skill NPC shopkeepers now spawn with full stocks of goods, instead of the bare minimum Fixed item weight tooltip for pileable items appearing in vendor shoplists Fixed an issue where selling items to NPC shopkeepers would sometimes not visually remove the items from player's backpack Fixed missing base_item inheritance and missing restock property for mount statues sold by animal trainers/stablekeepers, which prevented them from being presented for sale Hairs and Beards no longer count towards the total item count showing for corpses All leather containers are now dyable Animals that belong in the Arctic (polar bears, snow leopards, walrus) will no longer spawn in forests and jungles Hellhounds will no longer spawn in forest and jungles; they can now only be found in dungeons Silver Serpents have been removed from the "weakforestlist" NPCLIST, because they are anything but GM/Admin characters can now drag immovable items out of their own backpack even with "allmove" disabled A tip to enable "allmove" or modify item's movable property now shows for GMs attempting to pick up immovable items from the ground Hungry creatures with AI type 6 (AI_ANIMAL) will no longer suicide by indiscriminately attacking creatures with AI type 2 (AI_EVIL), but will instead only attack "peaceful" animals, or - if really hungry - other types of predatory animals (including humans...)
2021-11-02 07:11:09 +08:00
}
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
realname += oldstrutil::format( ", (%u items, %u stones)", iCount, ( i->GetWeight() / 100 ));
}
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
// Use item's real name as starting point for final string
temp2 = realname;
if( i->GetCreator() != INVALIDSERIAL )
{
CChar *mCreator = CalcCharObjFromSer( i->GetCreator() );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
if( ValidateObject( mCreator ))
0.99.4v Added JS command to reload dictionaries 'reloaddictionaries Fixed a server crash related to casting of spells Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc. Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes: Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them Converted all system messages and text messages in stablemaster script to dictionary entries Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords) Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus Removed remaining hard-coded banking functionality - all handled by script anyway Added new context menu option for NPC bankers - Open Bankbox Updated code handling of context menus to only show context menus when relevant: Open Paperdoll - Shows for all characters with a paperdoll Open Backpack - Shows for player's character, pack animals and hirelings Open Bankbox - Shows for banker NPCs (if within 8 tiles) Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything) Added new context menu entries for pets, which can be used if player is within 12 tiles of pet: Command: Kill Command: Stop Command: Follow Command: Stay Command: Guard Add Friend Remove Friend Transfer Release Added new context menu entries for stablemasters/animal trainers: Claim All Pets Stable Pet Added new context menu entries for Escort Quest NPCs Ask Destination (if within 3 tiles) Accept Escort (if within 3 tiles) Abandon Escort Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC) Train [skillName] Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported: hire // The hireling will respond with the cost to hire them dismiss // Replaces the "release" command for pets; will dismiss the hireling patrol // The hireling will patrol between it's current location and a second targeted location nearby move // The hireling will try to shuffle out of the way fetch // The hireling will try to fetch a targeted item drop // The hireling will drop to the ground all loot they're currently carrying report // The hireling will report on the remaining time they're hired for Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus: HIRELING // No additional value/data needed for tag Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets: Hire // Can be used within 3 steps of the hireling, who will respond with cost to hire them Dismiss // Replaces the "release" command for pets, will dismiss the hireling Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable: m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate Added new hireling NPC: m_paladin, f_paladin Added new UOX ini setting to enable/disable context menus CONTEXTMENUS=1/0 (defaults to 1) Added new Item JS Method to check if an item's ID is on a specified food list .IsOnFoodList( foodList ) // Returns true/false if item's ID is on specified foodList Added new OMNIVORE food list and assigned it to [basehuman] DFN section Added new Character JS Properties .isGuarded // Gets/Sets whether character is guarded by a pet/hireling .guarding // Gets/Sets the object (if any) being guarded by a pet/hireling Fixed multiple issues with health bars, flagging and character highlighting Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis Fixed an issue which prevented hard-coded checks from running when using items Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source. Properties: .TIMEOUT // Time until next attack can be done in combat .INVIS // Time until invisible character becomes visible .HUNGER // Time until character grows more hungry .THIRST // Time until character grows more thirsty .POISONTIME // Time until next tick of poison damage .POISONTEXT // Time until next message about suffering from poison .POISONWEAROFF // Time until poison wears off .SPELLTIME // Time until spell cast is completed. Can be set to 0 to interrupt .ANTISPAM // Time until next speech message can be sent (for anti spam purposes) .CRIMFLAG // Time until criminal flag runs out .MURDERRATE // Time until next murder count decay .PEACETIMER // Time until character can re-enter combat after being affected by peacemaking .FLYINGTOGGLE // Time until next time flying ability can be toggled for gargoyles .MOVETIME // Time until NPC can move again .SPATIMER // Time until next time NPC can cast a spell .SUMMONTIME // Time until a summoned NPC will vanish .EVADETIME // Time until an NPC will exit evade state .LOGOUT // Time it takes for a player char to vanish after logout Examples of use: var hungerTimer = myChar.GetTimer( Timer.HUNGER ) myChar.SetTimer( Timer.HUNGER, 15000 ) Added new Character JS Methods to add, remove and list friends of a pet/hireling: .AddFriend( playerToAdd ) // Adds player to friend list .RemoveFriend( playerToRemove ) // Removes player from friend list .GetFriendList() // Gets list of friends .ClearFriendList() // Clears list of friends Added new Character JS Method to fetch a player character's list of pets/followers .GetPetList() // Gets list of pets/followers Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated: GenericList< CChar * > petOwnerList Added new Character JS Method to check if a player is on a pet's owner list as a previous owner: .HasBeenOwner( mChar ) Previous owners of a pet can re-tame it with guaranteed chance of success Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players Added character tooltip [Guarded] for characters being guarded by a pet/hireling Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal Pets/hirelings can no longer be transferred to dead players Pets/hirelings can no longer be transferred to NPCs Summoned creatures can no longer be transferred to other players Summoned creatures can no longer have friends Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player Added new UOX.INI settings to control how many pets players can have active: MAXCONTROLSLOTS=0 // Maximum number of pet control slots available to player. Disabled if 0 MAXFOLLOWERS=5 // Maximum pets/followers a player can have active at the same time. Used if control slots are disabled MAXPETOWNERS=5 // Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player: UI08 controlSlots // source property CONTROLSLOTS=# // DFN tag Added new Character JS properties: .ownerCount // Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList .controlSlots // Get/Set number of pet control slots an NPC will occupy .controlSlotsUsed // Get/Set the number of control slots used by a player Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties: deaths ownerCount (read only) controlSlots controlSlotsUsed Updated NPC DFNs with default CONTROLSLOT=# tags Increased the max distance from player that onSpeech JS event will trigger from 7 to 12 Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet Fixed an issue where NPCs could follow characters in different worlds/instances than them selves Updated default max amount of items that can be sold to NPC vendors from 5 to 250 Guards can no longer train players in skills Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist: [skeletalmage] // variation of [bonemage] [skeletalknight] // variation of [boneknight] Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue) Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn): practice_skinning_knife practice_hatchet practice_axe practice_mace practice_longsword practice_spear practice_bow practice_club practice_crook practice_gnarled_staff Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff Pets now inherit the karma of their owners, but revert to their original karma upon release Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL): CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID ) Added ID of Giant Beetle to various pack animal checks Pack animals will now drop any newbie/blessed items stored in their packs upon death Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags: JS Properties .maxLoyalty // Defaults to 100 .loyalty // Starts at 25 DFN Tags MAXLOYALTY=# // Defaults to 100 LOYALTY=# // Starts at 25 Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags: js/item/archerybutte.js js/item/trainingdummy.js js/server/data/combatanims.js js/server/data/weapontypes.js Updated archerybutte script to use dictionary for system and text messages Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty: CHECKPETCONTROLDIFFICULTY=1 // Enable/Disable pet control difficulty system PETLOYALTYGAINONSUCCESS=1 // Amount of pet loyalty gained on successful pet command use PETLOYALTYLOSSONFAILURE=3 // Amount of pet loyalty lost on failed pet command use PETLOYALTYRATE=900 // Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property: .orneriness Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control. Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting Added new Character JS Method to calculate chance of a player successfully controlling the pet: .CalculateControlChance( mChar ) // Returns value between 0 and 1000 indicating chance of success Feeding a pet will now restore its loyalty to maximum Pets will now lose loyalty on hunger checks when at maximum hunger Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages Updated item JS scripts (js/item/*) to use dictionaries for all system messages Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc Updated code to use dictionaries for all system messages Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting Added new Character JS Method to make it easier to make one NPC initiate combat with another: .InitiateCombat( targetChar ) // Character attempts to initiate combat with target character Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential). Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes. Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages Added dictionary support for additional languages: Portuguese, Italian, Czech Updated default dictionaries for the following languages: English, French Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!) Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings: SERVERLANGUAGE=0 // Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc. Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses: ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00
{
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
if( cwmWorldState->ServerData()->RankSystemStatus() && i->GetRank() == 10 )
{
UOX3 0.99.6-RC6 Removed arbitrary and hidden restrictions on refreshing list of online players shown with 'wholist command Fixed an issue where player ghosts that get teleported would not see themselves get updated to new location Fixed a server crash from clients disconnecting while running server in debug mode Improved how container updates are sent to players; now only sends to clients that have actually opened the container, and who are still within range Added more information about UO data files being loaded during server startup Enhanced the GM 'add menu to allow clicking directly on images of items/npcs to add them, and adjusted size of menus to accommodate this Fixed an issue with fleeing NPCs that could cause them to attempt to flee across time and space, regardless of distance to target/attacker in combat Added NPC AI that runs away from players if they get too close (even outside combat). Applied to hind, rabbits, squirrels, ferrets and various birds by default: AI_ANIMAL_SCARED (aitype 12) Fixed issues with NPCs fleeing forever, or getting stuck in flee/don't flee loop, by introducing max fleeing distance (50 tiles) and cooldown (30 sec) on fleeing Updated onNameRequest JS Event to include third parameter with origin of name request, so script responses can be tailored appropriately: onNameRequest( myObj, requestedBy, requestSource ) Potential values for requestSource: 0 - Speech/System Messages 1 - Guild Menus 2 - Stat Window (self) 3 - Stat Window (other) 4 - Tooltip 5 - Paperdoll Journal 6 - Paperdoll 7 - Single Click / All-Names 8 - System 9 - Secure Trade Window Added Adaptive Performance System (APS) that dynamically adjust how often NPC AI/movement is checked based on overall shard performance. If performance drops below defined threshold, UOX3 gradually slows down checks for NPC AI/movement to prioritize player movement/speech/command responsiveness. If performance climbs back up above threshold, slowdowns are gradually removed. The following UOX.INI options have been added under [system] category to support this system: APSPERFTHRESHOLD=50 // Performance threshold (measured in simulation cycles/sec) below which the APS kicks in APSINTERVAL=100 // How often (in milliseconds) the APS checks performance and makes adjustments (if needed) to balance out shard performance APSDELAYSTEP=50 // How much the delay timer is modified by (in milliseconds) each time APS makes adjustments APSDELAYMAXCAP=2000 // Max amount of of delay APS can introduce for NPC AI/movement handling when attempting to restore shard performance Added new JS Methods for Region objects: .GetOrePrefs( oreType ) // Get ore preference data for ore type found in town region. Returned as an array containing the following data: orePrefData -> [ oreName, // name of ore color, // color of ore minskill, // min skill to mine ore ingotName, // name of ingot created from ore makemenu, // makemenu entry for crafting something from ingot oreChance, // default global chance of finding this ore type scriptID // script attached to mined ore ], orePrefChance // Chance of finding this ore type in given town region .GetOreChance() // Get base chance of finding any ore in town region Moved Mining skill plus gravedigging feature from hard code to scripts (js/skill/mining.js) to make it easier to maintain and/or customize, and removed hard coded variants Gravedigging now relies on the ore resource system behind the scenes to restrict how often graves in a given area can be dug up Fixed some incorrect references to .worldNumber Character property in misc scripts (should be .worldnumber) Made some "hard-scripted" system messages in misc scripts use dictionary system instead Added spawn region for banker NPCs in Serpent's Hold (dfndata/spawn/felucca/spawn_town_serpents_hold.dfn, dfndata/spawn/trammel/spawn_town_serpents_hold.dfn) Fixed region definition of Ocllo to actually cover the entire town (dfndata/regions/regions.dfn) Added numerous additional locations accessible with 'goplace # command, for key locations in Ilshenar, Malas, Tokuno Islands and Ter Mur (dfndata/location/location.dfn) Revised travel-menu portion of GM menu (shortcut: 'travel) to include more travel options based on new locations (dfndata/items/travelmenu.dfn and travelmenu.bulk.dfn) Fixed an issue where NPCs could attempt to attack targets in other worlds/instances Added new JS Event that triggers for characters who are about to deal damage in combat. Complimentary to onDamage, which triggers for chars receiving damage: onDamageDeal( dmgDealer, dmgReceiver, damageValue, damageType ) Added new JS Event that can trigger in global script upon creation of new player chars. Note that this will trigger in place of onCreateDFN event for player characters: onCreatePlayer( pChar ) Added new JS Event that triggers for characters selecting a target with a spell. Complimentary to onSpellTarget, which triggers for targets selected with a spell: onSpellTargetSelect( caster, target, spellNum ) Updated onCombatStart and onCombatEnd JS Events to also trigger for the other party in combat Updated onPickup JS Event to include a third parameter - the potential container item was picked up from. Event now also triggers event in scripts attached to said containers: onPickup( iPickedUp, pChar, iCont ) Added tracking of total playtime per individual character, and per account across all characters, and exposed these properties to JS engine: .totalPlayTime // Account property, total playtime across all chars .playTime // Character property, total playtime on given character only Added new player-accessible command ('playtime) to spit out the playtime of current character/account as a whole (js/commands/playtime.js) Implemented first version of Young Player System: Replaced the UNUSED9 account flag with YOUNG, to be used by Young/New Player System Added new JS Account property that gets/sets whether player account is considered Young: .isYoung Added new Char timers: TIMER_YOUNGHEAL // Restricts how often Young players are healed by NPC healers TIMER_YOUNGMESSAGE // Restricts how often Young players are warned about dangerous looking monsters in overworld Updated GM commands 'get and 'set to get/set .isYoung property of player's account (js/commands/targeting/get.js and set.js) Added new UOX.INI setting to enable/disable Young Player System (enabled by default): YOUNGPLAYERSYSTEM=1 If Young Player System is enabled, all newly created player accounts are automatically marked with Young flag Added new script to handle various restrictions and functions related to Young characters (js/player/young_player.js): Young characters will have [Young] displayed over their head Young characters will have their Young status checked and verified on every login + every stat/skill gain, to revoke the Young status if any of the following is true: Account has a total playtime of more than 40 hours Any character has more than 350 total (base) skill points Any character has more than 70 skill points in a single skill Any character has more than 150 total stat points Any character has more than 80 stat points in a single stat Young characters can renounce their Young status manually by saying the words "I renounce my young player status" Young characters get two additional items upon creation: a new player ticket (can be combined with any other players new player ticket for both players to get a reward) a sextant (shows Young players directions to nearest moongate/bank regardless of where they are, as long as outdoors) Young characters cannot target other player characters with hostile spells or skills Young characters cannot be the target of other player characters' hostile spells or skills Young characters can only cast beneficial spells upon themselves or other Young characters Young characters can only be the target of beneficial spells from other Young players Young players (and their pets/followers) cannot attack or harm any other players (or their pets/followers), nor themselves be attacked or harmed by any other players (or their pets/followers), whether from combat, spells, skills or items Young players don't lose any of their items on death, and are teleported to the nearest healer upon death with all their items intact Young players receive a warning upon entering dungeons that monsters there will be hostile Updated global script (js/server/global.js) to: Check/Verify Young status of players upon login Attach young player script on login/creation for players on Young accounts Give specific items to Young players upon creation Added new script (js/item/corpse.js) that is assigned to all freshly created corpses. This script handles restrictions related to Young players interactions with corpses, and the interactions of other players with corpses of Young players Updated JS Method .Carve() to return true/false depending on whether carving a corpse was successful Updated Healer AI in code to heal nearby injured Young players Updated Evil AI and Evil Caster AI in code to avoid selecting Young players as targets in combat outside of dungeons Added a new section to UOX.INI - [young player starting locations] - that can be used to define starting locations for Young players. If only one such location is provided, all players start there. Otherwise, it matches the same starting location setup as the regular one - with one entry per town in Britannia. Restricted transferring and/or friending of pets (code) and hirelings (hirelings.js) between Young and non-Young players Restricted Young players from recalling or gating to Felucca facet Young players can instantly logout from anywhere, at any time
2023-07-01 20:02:40 +08:00
std::string creatorName = GetNpcDictName( mCreator, tSock, NRS_SINGLECLICK );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
temp2 += oldstrutil::format( " %s", Dictionary->GetEntry( 9140, tSock->Language() ).c_str() ); // of exceptional quality
if( cwmWorldState->ServerData()->DisplayMakersMark() && i->IsMarkedByMaker() )
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
{
temp2 += oldstrutil::format( " %s by %s", cwmWorldState->skill[i->GetMadeWith()-1].madeWord.c_str(), creatorName.c_str() ); // [crafted] by %s
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
}
}
Numerous changes with focus on feature and stability parity across Windows, Linux and MacOS platforms Added new Makefile that handles compiling UOX3 and Spidermonkey on both Linux and MacOS (punt) Added VS solution (SpiderMonkey.sln) and VC++ project files for compiling SpiderMonkey on Windows (Xuri) Updated SpiderMonkey from v1.6.0 to v1.7.0 Added optimization flag -O2 for release build in CMakeLists.txt in project root (Xuri) Added StringUtility file with general common string manipulation functions (punt) Updated RandomNum function to use a "seedless" random number generator from C++11 instead of the old C rand() function. (punt) Overall code cleanup to remove/replace platform-dependent code (punt) Replaced potentially unsafe usage of C string stuff like sprintf, vsprintf, vsnprintf, strncat, strcpy and strlen throughout the code with calls to a format() function containing only a single, safe use of vsnprintf, ensuring there's a single place of failure if there's anything to fix and and making it easy to potentially replace this with std::format from C++20 when the time comes. (punt) Replaced usage of char in many places with std::string (punt) Started process of replacing UString usage with functions provided through StringUtility instead (punt) Replaced platform specific fileIO handling in Windows/Linux with cross-platform C++17 standard std::filesystem (punt) Replaced platform specific time handling by using cross-platform chrono library (punt) Removed UOX namespace to reduce complexity (punt) Elimitated template code approach to singletons for more modern c++ constructs, removing dependices in the process (punt) Removed ODBC support; it hasn't been touched since the initial implementation in 2008, and there is a lack of someone to maintain the code. (punt) Removed some platform specific files like uoxlinux.h, which is no longer required (punt) Removed legacy crash protection code, and removed support for cluox (punt) Removed legacy "support" for Borland compiler (punt) Removed legacy VC++ 6 Workspace/Project files, VS2005 Solution/Project files, as these are no longer supported (Xuri) Removed legacy BUILD folder with outdated compilation instructions (Xuri) Removed old Changelog file (merged into Changelog.txt) (Xuri) Fixed a pointer bug for items in multis on world load (punt) Fixed a dictionary related issue that caused segmentation faults on Linux/MacOS (punt) Fixed an issue with callbacks to JS scripts that caused segmentation faults on Linux/MacOS (punt) Paths in uox.ini should now load properly on all platforms regardless of whether those paths use slashes or backslashes, and whether or not they end in a slash/backslash. (punt) Moved to c++17 style of threading, and got rid of threadsafeobject.cpp/h (punt) Replaced parsing of UOX.INI tags with a system that's more easily maintainable (punt) Added some new commands to js/commands/custom/misc-cmd.js (Xuri) cont // Targeted item will be made a container, set to nondecay and movable 2 endfight // Targeted character (and character being fought) will stop fighting getmulti // Get multiObject for targeted item finditem // Find item at layer X movespeed // Set movement speed of target player (0x0 Normal, 0x1 Mounted, 0x2 Slow (walk only), 0x3 Hybrid ("jog"?), 0x4 Frozen) Added new HTML based documentation in docs folder, and removed many old legacy docs that are either incorporated into this document already or no longer relevant for the current UOX3 version (Xuri) Co-Authored-By: Charles Kerr <punt1959@users.noreply.github.com>
2020-09-07 18:09:55 +08:00
}
}
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
tSock->ObjMessage( temp2, i );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
std::string itemTags = "";
tSock->ObjMessage( AppendData( tSock, i, itemTags ), i );
UOX3 0.99.5b-6 Increased world load speed by almost 20% by reducing how often loading progress is written to the console Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command Fixed a server crash involving moving items from decaying corpses to the ground Fixed a server crash involving carving up human corpses Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions) Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen Exposed the new item property to JS engine: .isMarkedByMaker // If true, maker's mark will be displayed Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title Added new UOX.INI settings under the [settings] section: DISPLAYMAKERSMARK=1/0 // Controls if maker's marks on crafted items are shown on a global level SHOWNPCTITLESOVERHEAD=1/0 // Controls whether NPC titles are shown over their heads SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead GLOBALRESTOCKMULTIPLIER=1.0 // Global multiplier applied to RESTOCK property of items when loaded from DFNs Added new UOX.INI settings under the [combat] section: PETCOMBATTRAINING=1/0 // Controls whether pets can gain skills/stats from combat HIRELINGCOMBATTRAINING=1/0 // Controls whether hirelings can gain skills/stats from combat NPCCOMBATTRAINING=0/1 // Controls whether NPCs in general can gain skills/stats from combat Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it Updated behaviour of planks on boats: Boat key can unlock plank, but won't automatically open it Boat key used on an open, unlocked plank will lock and automatically close the plank Boat key used on an open, locked plank will unlock the plank and leave it open Player using an unlocked plank now opens it Player using an open plank will disembark (if onboard) or embark (if not) the boat Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat. Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds Updated behaviour of Magic Lock/Unlock spells: Magic Lock cannot be used on objects inside a multi Magic Lock applies difficulty to lock based on caster's Magery skill Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill) Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before. Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly Added a new JS Function: GetStartTime() // Returns a timestamp for when server started up Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild" Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process Fixed an issue that prevented the Teleport spell from working as intended Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0 Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js) Added a system message to inform the player when they've dropped out of stealth due to taking too many steps Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet Fixed a bug where character corpses would appear with a [unidentified] tag attached Fixed an issue where the [unidentified] tag did not show up for unidentified magic items Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn) Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00
return true;
}