uox3/source/cRaces.cpp

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2002-04-07 20:53:41 +00:00
#include "uox3.h"
Added: -JS Get/Set "vulnerable" handlers for character properties (Abaddon) -willHunger with Get/Set HungerStatus() wrappers to CChar class (can now selectively stop a character/creature from continuing to hunger) -JS Get/Set "willhunger" handlers for character properties Changed: Linux compile fixes (thanks Malketh) Hash.h warning fixed (thanks Philantrop) Fixes to getRootPack() and getPackOwner() Removed many #includes from the global scope, including them in the specific files that need them This should greatly reduce compile time and filesize, along with the need to recompile after altering most headers Removed the linux ifdefs around typedefd function declarations, this should work with gcc 3.2 Moved global loading functions into a new cFileIO() class to take them out of global scope Fixed an issue causing items to not be sent to the client (thanks Malketh) Moved some global structs into the CWorldMain class Fixed a bug causing a crash on character / item creation Moved all effects stuff into its own class to take it out of global scope Changed the variable CChar::region to CChar::regionNum to avoid conflicts with the cTownRegion region[] indexes Moved getbestskill(), isHuman(), and inDungeon() into the CChar class to remove them from global scope Took npcSimpleAttackTarget() out of global scope Rewrote restock() to make use of restockNPC() Changed the typedef'd iterator in hash.h to HASHITERATOR to kill a Linux warning Renamed cEffects::soundeffect() to PlaySound() and removed unneeded overloads Fixed a bug causing executebatch to be set with locationcount data Rewrote cEffects::bgsound() Documented sounds.cpp Misc minor cleanups / fixes Removed: sendItemsInRange() (CChar::Teleport() does the same thing) Many #includes that were not being used deathMenu() respawnnow() and moved all of its code into command_respawn() one instance of cEffects::scpSoundEffect() and renamed the other to PlaySound() 3/13/2003 Changed Fixed an issue allowing the server to not have a dictionary.ZRO (which would cause a crash when a dictionary entry was called with no language) Fixed an issue causing the server to puke when it attempted a restart Moved SpawnRandomItem() into cItem class Moved SpawnRandomMonster() into cCharHandle class Broke necro.dfn into fishing.dfn and digging.dfn Made better use of SpawnRandomItem() and SpawnRandomMonster() 3/12/2003 Added: CPOpenGump and CPSpeech packet class to remove some global vars (Note these are pretty basic classes and someone with a better understanding of how we handle sending/recieving packets could probably expand these to make better use of them) Changed: Moved many global vars into the CWorldMain() class Cleaned ResetVars() in uox3.cpp as ResetDefaults() in CWorldMain() now handles much of that Added a check to ensure text wasn't sent twice in talking(), should fix double-speech Cleaned up cmdtable.cpp removing a couple duplicate entries, etc Changed target() to only require 4 values (as the first two were always 0 and 1) Removed many unneeded typedefs and globals Went through cServerData() and noted unused server.ini entries Moved title1(), title2(), and title3() to cClick.cpp since that is their only usage, made use of MAX_TITLE to ensure we wouldn't overrun the buffers, and renamed them matching what title they were 3/11/2003 Changed: Fixed a potentially very serious bugs with how containers were being set upon loading the world Fixed possible re-adding of weight to containers and characters at load Fixed a bug causing equipped items that were not weapons to take damage in combat Minor cleanups / warning fixes / Linux compatability issues (punt) 3/7/2003 Overhauls/Additions/Major Changes Changed: Tweaks/Object Conversions/Misc Small Changes Changed: Changed CItem::Get/SetLayer() to a UI08 Fixed a bug in speech causing you to see your own text twice Fixed a nasty crash bug
2003-03-23 10:18:02 +00:00
#include "cRaces.h"
#include "cServerDefinitions.h"
2002-04-07 20:53:41 +00:00
#include "ssection.h"
Added: -JS Get/Set "vulnerable" handlers for character properties (Abaddon) -willHunger with Get/Set HungerStatus() wrappers to CChar class (can now selectively stop a character/creature from continuing to hunger) -JS Get/Set "willhunger" handlers for character properties Changed: Linux compile fixes (thanks Malketh) Hash.h warning fixed (thanks Philantrop) Fixes to getRootPack() and getPackOwner() Removed many #includes from the global scope, including them in the specific files that need them This should greatly reduce compile time and filesize, along with the need to recompile after altering most headers Removed the linux ifdefs around typedefd function declarations, this should work with gcc 3.2 Moved global loading functions into a new cFileIO() class to take them out of global scope Fixed an issue causing items to not be sent to the client (thanks Malketh) Moved some global structs into the CWorldMain class Fixed a bug causing a crash on character / item creation Moved all effects stuff into its own class to take it out of global scope Changed the variable CChar::region to CChar::regionNum to avoid conflicts with the cTownRegion region[] indexes Moved getbestskill(), isHuman(), and inDungeon() into the CChar class to remove them from global scope Took npcSimpleAttackTarget() out of global scope Rewrote restock() to make use of restockNPC() Changed the typedef'd iterator in hash.h to HASHITERATOR to kill a Linux warning Renamed cEffects::soundeffect() to PlaySound() and removed unneeded overloads Fixed a bug causing executebatch to be set with locationcount data Rewrote cEffects::bgsound() Documented sounds.cpp Misc minor cleanups / fixes Removed: sendItemsInRange() (CChar::Teleport() does the same thing) Many #includes that were not being used deathMenu() respawnnow() and moved all of its code into command_respawn() one instance of cEffects::scpSoundEffect() and renamed the other to PlaySound() 3/13/2003 Changed Fixed an issue allowing the server to not have a dictionary.ZRO (which would cause a crash when a dictionary entry was called with no language) Fixed an issue causing the server to puke when it attempted a restart Moved SpawnRandomItem() into cItem class Moved SpawnRandomMonster() into cCharHandle class Broke necro.dfn into fishing.dfn and digging.dfn Made better use of SpawnRandomItem() and SpawnRandomMonster() 3/12/2003 Added: CPOpenGump and CPSpeech packet class to remove some global vars (Note these are pretty basic classes and someone with a better understanding of how we handle sending/recieving packets could probably expand these to make better use of them) Changed: Moved many global vars into the CWorldMain() class Cleaned ResetVars() in uox3.cpp as ResetDefaults() in CWorldMain() now handles much of that Added a check to ensure text wasn't sent twice in talking(), should fix double-speech Cleaned up cmdtable.cpp removing a couple duplicate entries, etc Changed target() to only require 4 values (as the first two were always 0 and 1) Removed many unneeded typedefs and globals Went through cServerData() and noted unused server.ini entries Moved title1(), title2(), and title3() to cClick.cpp since that is their only usage, made use of MAX_TITLE to ensure we wouldn't overrun the buffers, and renamed them matching what title they were 3/11/2003 Changed: Fixed a potentially very serious bugs with how containers were being set upon loading the world Fixed possible re-adding of weight to containers and characters at load Fixed a bug causing equipped items that were not weapons to take damage in combat Minor cleanups / warning fixes / Linux compatability issues (punt) 3/7/2003 Overhauls/Additions/Major Changes Changed: Tweaks/Object Conversions/Misc Small Changes Changed: Changed CItem::Get/SetLayer() to a UI08 Fixed a bug in speech causing you to see your own text twice Fixed a nasty crash bug
2003-03-23 10:18:02 +00:00
#include "cEffects.h"
#include "classes.h"
#include "CJSEngine.h"
#include "power.h"
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
#include <unordered_set>
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cRaces *Races = nullptr;
const UI08 MALE = 1;
const UI08 FEMALE = 2;
2002-04-07 20:53:41 +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
//const RACEREL MAX_ENEMY = -100;
//const RACEREL MAX_ALLY = 100;
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const UI32 BIT_REQBEARD = 0;
const UI32 BIT_NOBEARD = 1;
const UI32 BIT_PLAYERRACE = 2;
const UI32 BIT_NOHAIR = 3;
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bool cRaces::InvalidRace( RACEID x ) const
{
return ( x >= races.size() );
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}
const std::string cRaces::Name( RACEID race ) const
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// PRE: race is a valid race
// POST: returns pointer to a string
{
return races[race]->Name();
}
CRace * cRaces::Race( RACEID x )
{
if( InvalidRace( x ))
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return nullptr;
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return races[x];
}
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
cRaces::cRaces():initialized( false ), nextUniqueRaceID( 0 )
{
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}
cRaces::~cRaces()
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// PRE: cRaces has been initialized
// POST: Dynamic memory deleted
{
if( /* DISABLES CODE */ ( false ))
{
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//if (initialized){
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JSEngine->ReleaseObject( IUE_RACE, this );
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for( size_t i = 0; i < races.size(); ++i )
{
delete races[i];
races[i] = nullptr;
}
races.clear();
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}
}
void cRaces::DefaultInitCombat( void )
{
combat.resize( 4 );
combat[0].value = 0;
combat[1].value = 50;
combat[2].value = 100;
combat[3].value = 200;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::Load()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Load race details from races.dfn
//o------------------------------------------------------------------------------------------------o
void cRaces::Load()
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{
initialized = true;
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UI32 i = 0;
UI32 raceCount = 0;
bool done = false;
std::string sect;
std::string tag;
std::string data;
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while( !done )
{
sect = std::string( "RACE " ) + oldstrutil::number( raceCount );
CScriptSection *tempSect = FileLookup->FindEntry( sect, race_def );
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if( tempSect == nullptr )
{
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done = true;
}
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else
{
++raceCount;
}
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}
for( i = 0; i < raceCount; ++i )
{
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
CRace* newRace = new CRace( raceCount );
newRace->SetRaceID( nextUniqueRaceID );
nextUniqueRaceID++;
races.push_back( newRace );
}
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CScriptSection *CombatMods = FileLookup->FindEntry( std::string( "COMBAT MODS" ), race_def );
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if( CombatMods != nullptr )
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{
tag = CombatMods->First();
if( tag.empty() ) // location didn't exist!!!
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{
DefaultInitCombat();
}
else
{
if( oldstrutil::upper( tag ) != "MODCOUNT" )
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{
Console.Error( "MODCOUNT must come before any entries!" );
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DefaultInitCombat();
}
else
{
UI32 modifierCount = static_cast<UI32>( std::stoul( CombatMods->GrabData(), nullptr, 0 ));
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if( modifierCount < 4 )
{
Console.Warning( "MODCOUNT must be more >= 4, or it uses the defaults!" );
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DefaultInitCombat();
}
else
{
combat.resize( modifierCount );
for( i = 0; i < modifierCount; ++i )
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{
tag = CombatMods->Next();
data = CombatMods->GrabData();
if( !data.empty() )
{
combat[i].value = static_cast<UI08>( std::stoul( data, nullptr, 0 ));
}
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else
{
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combat[i].value = 100;
}
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}
}
}
}
}
else
{
DefaultInitCombat();
}
for( size_t er = 0; er < raceCount; ++er )
{
races[er]->Load( er, static_cast<SI32>( combat.size() ));
}
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::Compare()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Compare and return the relation between the races of two characters
//| Notes - Returns 0 if no enemy or ally, -1 if enemy or 1 if ally
//o------------------------------------------------------------------------------------------------o
RaceRelate cRaces::Compare( CChar *player1, CChar *player2 ) const
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{
if( !ValidateObject( player1 ) || !ValidateObject( player2 ))
return RACE_NEUTRAL;
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RACEID r1 = player1->GetRace();
RACEID r2 = player2->GetRace();
if( r1 >= races.size() || r2 >= races.size() )
return RACE_NEUTRAL;
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return races[r1]->RaceRelation( r2 );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::CompareByRace()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Compare and return the relation between two races
//| Notes - Returns 0 if no enemy or ally, -1 if enemy or 1 if ally
//o------------------------------------------------------------------------------------------------o
RaceRelate cRaces::CompareByRace( RACEID race1, RACEID race2 ) const
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{
if( race1 >= races.size() ) // invalid race?
{
return RACE_NEUTRAL;
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}
else if( race2 >= races.size() ) // invalid race?
{
return RACE_NEUTRAL;
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}
else
{
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return races[race1]->RaceRelation( race2 ); // enemy race
}
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}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::ApplyRace()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Apply race (and all the consequences of that) to a character
//| Notes - Primarily used by race gates
//o------------------------------------------------------------------------------------------------o
void cRaces::ApplyRace( CChar *s, RACEID x, bool always )
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{
if( !ValidateObject( s ))
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return;
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CItem *hairobject = nullptr, *beardobject = nullptr;
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CRace *pRace = Race( x );
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if( pRace == nullptr )
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return;
CSocket *mSock = s->GetSocket();
if( mSock && !pRace->IsPlayerRace() )
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{
mSock->SysMessage( 369 ); // This race is not for players!
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return;
}
if( s->GetRaceGate() == 65535 || always )
{
UI16 hairColor = 0;
std::map<UI08, std::string> lossMap;
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lossMap[STRENGTH] = "strength";
lossMap[DEXTERITY] = "speed";
lossMap[INTELLECT] = "wisdom";
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
beardobject = s->GetItemAtLayer( IL_FACIALHAIR );
hairobject = s->GetItemAtLayer( IL_HAIR );
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if( pRace->GenderRestriction() != 0 )
{
if( pRace->GenderRestriction() != FEMALE && ( s->GetId() == 0x0191 || s->GetId() == 0x025E || s->GetId() == 0x029B || s->GetId() == 0x02EF || s->GetId() == 0x00B8 || s->GetId() == 0x00BA ))
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{
if( mSock )
{
mSock->SysMessage( 370 ); // You are not of the right gender!
}
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return;
}
if( pRace->GenderRestriction() != MALE && ( s->GetId() == 0x0190 || s->GetId() == 0x025D || s->GetId() == 0x029A || s->GetId() == 0x02EE || s->GetId() == 0x00B7 || s->GetId() == 0x00B9 ))
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{
if( mSock )
{
mSock->SysMessage( 370 ); // You are not of the right gender!
}
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return;
}
}
s->SetRaceGate( x );
s->SetRace( x );
SI16 stats[3];
stats[0] = s->ActualStrength();
stats[1] = s->ActualDexterity();
stats[2] = s->ActualIntelligence();
for( UI08 counter = STRENGTH; counter <= INTELLECT; ++counter )
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{
if( stats[counter-STRENGTH] > pRace->Skill( counter ))
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{
if( mSock )
{
mSock->SysMessage( 371, lossMap[counter].c_str() );
}
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stats[counter-STRENGTH] = pRace->Skill( counter );
}
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
{
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stats[counter-STRENGTH] = 0;
}
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}
if( stats[0] != 0 )
{
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s->SetStrength( stats[0] );
}
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if( stats[1] != 0 )
{
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s->SetDexterity( stats[1] );
}
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if( stats[2] != 0 )
{
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s->SetIntelligence( stats[2] );
}
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if( ValidateObject( hairobject ))
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{
if( pRace->IsHairRestricted() )
{
hairColor = ( hairobject->GetColour() );
if( pRace->IsValidHair( hairColor ))
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{
hairColor = RandomHair( x );
hairobject->SetColour( hairColor );
}
}
if( pRace->NoHair() )
{
hairobject->Delete();
2021-06-12 07:30:23 -04:00
hairobject = nullptr;
2002-04-07 20:53:41 +00:00
}
}
if( pRace->RequiresBeard() && ( s->GetId() == 0x0190 || s->GetId() == 0x025D ) && !ValidateObject( beardobject ))
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{
if( pRace->IsBeardRestricted() )
{
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hairColor = RandomBeard( x );
}
2002-04-07 20:53:41 +00:00
else
{
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hairColor = 0x0480;
}
2021-06-12 07:30:23 -04:00
CItem *n = Items->CreateItem( nullptr, s, 0x204C, 1, hairColor, OT_ITEM );
if( n != nullptr )
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{
n->SetDecayable( false );
n->SetLayer( IL_FACIALHAIR );
if( n->SetCont( s ))
{
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beardobject = n;
}
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}
}
if( ValidateObject( beardobject ))
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{
if( pRace->IsBeardRestricted() )
{
hairColor = beardobject->GetColour();
if( pRace->IsValidBeard( hairColor ))
2002-04-07 20:53:41 +00:00
{
hairColor = RandomBeard( x );
beardobject->SetColour( hairColor );
}
}
if( pRace->NoBeard() )
{
beardobject->Delete();
2021-06-12 07:30:23 -04:00
beardobject = nullptr;
2002-04-07 20:53:41 +00:00
}
}
if( pRace->IsSkinRestricted() ) // do we have a limited skin colour range?
{
hairColor = s->GetSkin();
if( pRace->IsValidSkin( hairColor )) // if not in range
2002-04-07 20:53:41 +00:00
{
hairColor = RandomSkin( x ); // get random skin in range
s->SetSkin( hairColor );
s->SetOrgSkin( hairColor );
}
}
s->Teleport();
Effects->PlayStaticAnimation( s, 0x373A, 0, 15 );
Effects->PlaySound( s, 0x01E9 );
2002-04-07 20:53:41 +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
else
{
if( mSock )
{
mSock->SysMessage( 372 ); // You have already used a race gate with this character.
}
}
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::BeardInRange()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if specified colour is a valid beard colour for specified race
//o------------------------------------------------------------------------------------------------o
bool cRaces::BeardInRange( COLOUR color, RACEID x ) const
2002-04-07 20:53:41 +00:00
{
if( InvalidRace( x ))
2002-04-07 20:53:41 +00:00
return false;
2002-04-07 20:53:41 +00:00
return races[x]->IsValidBeard( color );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::SkinInRange()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if specified colour is a valid skin colour for specified race
//o------------------------------------------------------------------------------------------------o
bool cRaces::SkinInRange( COLOUR color, RACEID x ) const
2002-04-07 20:53:41 +00:00
{
if( InvalidRace( x ))
2002-04-07 20:53:41 +00:00
return false;
2002-04-07 20:53:41 +00:00
return races[x]->IsValidSkin( color );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::HairInRange()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if specified colour is a valid hair colour for specified race
//o------------------------------------------------------------------------------------------------o
bool cRaces::HairInRange( COLOUR color, RACEID x ) const
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{
if( InvalidRace( x ))
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return false;
2002-04-07 20:53:41 +00:00
return races[x]->IsValidHair( color );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::Skill()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets skill bonus associated with race
//o------------------------------------------------------------------------------------------------o
SKILLVAL cRaces::Skill( SI32 skill, RACEID race ) const
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
{
2002-04-07 20:53:41 +00:00
if( InvalidRace( race ) || skill >= ALLSKILLS )
return 0;
2002-04-07 20:53:41 +00:00
return races[race]->Skill( skill );
}
void cRaces::Skill( SI32 skill, SI32 value, RACEID race )
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
2002-04-07 20:53:41 +00:00
races[race]->Skill( value, skill );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::GenderRestrict()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets race's gender restriction
//| Purpose - 0 = none, 1 = male, 2 = female
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
GENDER cRaces::GenderRestrict( RACEID race ) const
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return MALE;
2002-04-07 20:53:41 +00:00
return races[race]->GenderRestriction();
}
void cRaces::GenderRestrict( GENDER gender, RACEID race )
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
2002-04-07 20:53:41 +00:00
races[race]->GenderRestriction( gender );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::RequireBeard()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether race members must have a beard
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
bool cRaces::RequireBeard( RACEID race ) const
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return false;
2002-04-07 20:53:41 +00:00
return races[race]->RequiresBeard();
}
void cRaces::RequireBeard( bool value, RACEID race )
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
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
races[race]->RequiresBeard( value );
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::ArmorRestrict()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets armor class of race
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
void cRaces::ArmorRestrict( RACEID race, ARMORCLASS value )
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
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
races[race]->ArmourClassRestriction( value );
2002-04-07 20:53:41 +00:00
}
ARMORCLASS cRaces::ArmorRestrict( RACEID race ) const
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return 0;
2002-04-07 20:53:41 +00:00
return races[race]->ArmourClassRestriction();
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::RandomSkin()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns a random, valid skin colour for specified race
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
COLOUR cRaces::RandomSkin( RACEID x ) const
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( InvalidRace( x ))
2002-04-07 20:53:41 +00:00
return 0000;
2002-04-07 20:53:41 +00:00
return races[x]->RandomSkin();
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::RandomHair()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns a random, valid hair colour for specified race
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
COLOUR cRaces::RandomHair( RACEID x ) const
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( InvalidRace( x ))
2002-04-07 20:53:41 +00:00
return 0000;
2002-04-07 20:53:41 +00:00
return races[x]->RandomHair();
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::RandomBeard()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns a random, valid beard colour for specified race
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
COLOUR cRaces::RandomBeard( RACEID x ) const
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( InvalidRace( x ))
2002-04-07 20:53:41 +00:00
return 0;
2002-04-07 20:53:41 +00:00
return races[x]->RandomBeard();
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::BloodColour()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets blood colour for members of specified race
//o------------------------------------------------------------------------------------------------o
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
COLOUR cRaces::BloodColour( RACEID x ) const
{
if( InvalidRace( x ))
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
return 0000;
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
return races[x]->BloodColour();
}
void cRaces::BloodColour( RACEID x, COLOUR newValue )
{
if( InvalidRace( x ))
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
return;
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
races[x]->BloodColour( newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::BeardRestricted()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if race's beard color is restricted
//o------------------------------------------------------------------------------------------------o
bool cRaces::BeardRestricted( RACEID x ) const
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( InvalidRace( x ))
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return false;
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return races[x]->IsBeardRestricted();
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::HairRestricted()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if race's hair color is restricted
//o------------------------------------------------------------------------------------------------o
bool cRaces::HairRestricted( RACEID x ) const
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( InvalidRace( x ))
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return false;
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return races[x]->IsHairRestricted();
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::SkinRestricted()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if race's skin color is restricted
//o------------------------------------------------------------------------------------------------o
bool cRaces::SkinRestricted( RACEID x ) const
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( InvalidRace( x ))
2002-04-07 20:53:41 +00:00
return false;
2002-04-07 20:53:41 +00:00
return races[x]->IsSkinRestricted();
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::DamageFromSkill()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns bonus percentage modifier for damage based on skill and race
//o------------------------------------------------------------------------------------------------o
SI32 cRaces::DamageFromSkill( SI32 skill, RACEID x ) const
2002-04-07 20:53:41 +00:00
{
if( InvalidRace( x ))
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return 0;
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if( skill >= ALLSKILLS )
return 0;
SKILLVAL modifier = races[x]->Skill( skill );
if( modifier >= static_cast<SKILLVAL>( combat.size() ))
{
2002-04-07 20:53:41 +00:00
return -(combat[modifier].value);
}
2002-04-07 20:53:41 +00:00
else
{
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return (combat[modifier].value);
}
2002-04-07 20:53:41 +00:00
return 0;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::FightPercent()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns positive/negative fight damage bonus for race x with skill skill
//o------------------------------------------------------------------------------------------------o
SI32 cRaces::FightPercent( SI32 skill, RACEID x ) const
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{
if( InvalidRace( x ))
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return 100;
SKILLVAL modifier = races[x]->Skill( skill );
SI32 divValue = combat[modifier].value / 10;
2002-04-07 20:53:41 +00:00
divValue = divValue / 10;
if( divValue == 0 )
return 100;
if( modifier >= static_cast<SI32>( combat.size() ))
{
return -static_cast<SI32>( 100 / static_cast<R32>( divValue ));
}
2002-04-07 20:53:41 +00:00
else
{
return static_cast<SI32>( 100 / static_cast<R32>( divValue ));
}
2002-04-07 20:53:41 +00:00
return 100;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::RacialInfo()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Set the relation between two races to a specified value
//o------------------------------------------------------------------------------------------------o
void cRaces::RacialInfo( RACEID race, RACEID toSet, RaceRelate value )
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{
if( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
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races[race]->RaceRelation( value, toSet );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::RacialEnemy()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets up two races as racial enemies
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
void cRaces::RacialEnemy( RACEID race, RACEID enemy )
{
if( InvalidRace( race ))
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return;
RacialInfo( race, enemy, RACE_ENEMY );
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::RacialAlly()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets up two races as racial allies
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
void cRaces::RacialAlly( RACEID race, RACEID ally )
{
if( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
RacialInfo( race, ally, RACE_ALLY );
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::RacialNeutral()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets up two races as neutral to each other
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
void cRaces::RacialNeutral( RACEID race, RACEID neutral )
{
if( InvalidRace( race ))
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return;
RacialInfo( race, neutral, RACE_NEUTRAL );
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::LanguageMin()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets minimum (spirit speak?) skill required to understand race's language
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
SKILLVAL cRaces::LanguageMin( RACEID x ) const
{
return races[x]->LanguageMin();
}
void cRaces::LanguageMin( SKILLVAL toSetTo, RACEID race )
{
if( InvalidRace( race ))
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return;
2002-04-07 20:53:41 +00:00
races[race]->LanguageMin( toSetTo );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::LightLevel()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set the light level the race burns (takes damage) at
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
void cRaces::LightLevel( RACEID race, LIGHTLEVEL value )
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
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
races[race]->LightLevel( value );
2002-04-07 20:53:41 +00:00
}
LIGHTLEVEL cRaces::LightLevel( RACEID race ) const
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return 0;
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 races[race]->LightLevel();
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::ColdLevel()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set the cold level the race burns (takes damage) at
//o------------------------------------------------------------------------------------------------o
void cRaces::ColdLevel( RACEID race, COLDLEVEL value )
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
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
races[race]->ColdLevel( value );
2002-04-07 20:53:41 +00:00
}
COLDLEVEL cRaces::ColdLevel( RACEID race ) const
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( InvalidRace( race ))
return 0;
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 races[race]->ColdLevel();
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::HeatLevel()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set the heat level the race burns (takes damage) at
//o------------------------------------------------------------------------------------------------o
void cRaces::HeatLevel( RACEID race, HEATLEVEL value )
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
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
races[race]->HeatLevel( value );
2002-04-07 20:53:41 +00:00
}
HEATLEVEL cRaces::HeatLevel( RACEID race ) const
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( InvalidRace( race ))
return 0;
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 races[race]->HeatLevel();
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::DoesHunger()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set whether members of race will grow hungry
//o------------------------------------------------------------------------------------------------o
void cRaces::DoesHunger( RACEID race, bool value )
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
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
races[race]->DoesHunger( value );
2002-04-07 20:53:41 +00:00
}
bool cRaces::DoesHunger( RACEID race ) const
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( InvalidRace( race ))
return 0;
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 races[race]->DoesHunger();
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::DoesThirst()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set whether members of race will grow thirsty
//o------------------------------------------------------------------------------------------------o
void cRaces::DoesThirst( RACEID race, bool value )
{
if( InvalidRace( race ))
return;
races[race]->DoesThirst( value );
}
bool cRaces::DoesThirst( RACEID race ) const
{
if( InvalidRace( race ))
return 0;
return races[race]->DoesThirst();
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::GetHungerRate()
//| cRaces::SetHungerRate()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set rate at which members of race will grow hungry
//o------------------------------------------------------------------------------------------------o
UI16 cRaces::GetHungerRate( RACEID race ) const
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( InvalidRace( race ))
return 0;
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 races[race]->GetHungerRate();
2002-04-07 20:53:41 +00:00
}
void cRaces::SetHungerRate( RACEID race, UI16 value )
{
if( InvalidRace( race ))
return;
races[race]->SetHungerRate( value );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::GetThirstRate()
//| cRaces::SetThirstRate()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set rate at which members of race will grow thirsty
//o------------------------------------------------------------------------------------------------o
UI16 cRaces::GetThirstRate( RACEID race ) const
{
if( InvalidRace( race ))
return 0;
return races[race]->GetThirstRate();
}
void cRaces::SetThirstRate( RACEID race, UI16 value )
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( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
races[race]->SetThirstRate( value );
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::GetHungerDamage()
//| cRaces::SetHungerDamage()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set damage that members of race will take when hungry
//o------------------------------------------------------------------------------------------------o
SI16 cRaces::GetHungerDamage( RACEID race ) const
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( InvalidRace( race ))
return 0;
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 races[race]->GetHungerDamage();
2002-04-07 20:53:41 +00:00
}
void cRaces::SetHungerDamage( RACEID race, SI16 value )
{
if( InvalidRace( race ))
return;
races[race]->SetHungerDamage( value );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::GetThirstDrain()
//| cRaces::SetThirstDrain()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set stamina drain that members of race will suffer when thirsty
//o------------------------------------------------------------------------------------------------o
SI16 cRaces::GetThirstDrain( RACEID race ) const
{
if( InvalidRace( race ))
return 0;
return races[race]->GetThirstDrain();
}
void cRaces::SetThirstDrain( RACEID race, SI16 value )
{
if( InvalidRace( race ))
return;
races[race]->SetThirstDrain( value );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::Affect()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set whether race is affected by a particular element
//o------------------------------------------------------------------------------------------------o
bool cRaces::Affect( RACEID race, WeatherType element ) const
{
bool rValue = false;
if( !InvalidRace( race ))
{
rValue = races[race]->AffectedBy( element );
}
return rValue;
2002-04-07 20:53:41 +00:00
}
void cRaces::Affect( RACEID race, WeatherType element, bool value )
{
if( !InvalidRace( race ))
{
races[race]->AffectedBy( value, element );
}
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::Secs()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set number of seconds between burns for race from element
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
SECONDS cRaces::Secs( RACEID race, WeatherType element ) const
{
if( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return 1;
2002-04-07 20:53:41 +00:00
return races[race]->WeatherSeconds( element );
}
void cRaces::Secs( RACEID race, WeatherType element, SECONDS value )
{
if( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
2002-04-07 20:53:41 +00:00
races[race]->WeatherSeconds( value, element );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::Damage()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set damage incurred by race from element when they burn
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
SI08 cRaces::Damage( RACEID race, WeatherType element ) const
{
if( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return 1;
2002-04-07 20:53:41 +00:00
return races[race]->WeatherDamage( element );
}
void cRaces::Damage( RACEID race, WeatherType element, SI08 damage )
{
if( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
2002-04-07 20:53:41 +00:00
races[race]->WeatherDamage( damage, element );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::VisLevel()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set light level bonus for race
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
LIGHTLEVEL cRaces::VisLevel( RACEID x ) const
{
if( InvalidRace( x ))
2002-04-07 20:53:41 +00:00
return 0;
2002-04-07 20:53:41 +00:00
return races[x]->NightVision();
}
void cRaces::VisLevel( RACEID x, LIGHTLEVEL bonus )
{
if( InvalidRace( x ))
2002-04-07 20:53:41 +00:00
return;
2002-04-07 20:53:41 +00:00
races[x]->NightVision( bonus );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::VisRange()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set distance that race can see objects at
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
RANGE cRaces::VisRange( RACEID x ) const
{
if( InvalidRace( x ))
2002-04-07 20:53:41 +00:00
return 0;
2002-04-07 20:53:41 +00:00
return races[x]->VisibilityRange();
}
void cRaces::VisRange( RACEID x, RANGE range )
{
if( InvalidRace( x ))
return;
2002-04-07 20:53:41 +00:00
races[x]->VisibilityRange( range );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::NoBeard()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set whether race requires members to not have beards
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
bool cRaces::NoBeard( RACEID x ) const
{
if( InvalidRace( x ))
2002-04-07 20:53:41 +00:00
return false;
2002-04-07 20:53:41 +00:00
return races[x]->NoBeard();
}
void cRaces::NoBeard( bool value, RACEID race )
{
if( InvalidRace( race ))
2002-04-07 20:53:41 +00:00
return;
2002-04-07 20:53:41 +00:00
races[race]->NoBeard( value );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::DebugPrint()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Dump info about a particular race to Console
//o------------------------------------------------------------------------------------------------o
void cRaces::DebugPrint( RACEID x )
2002-04-07 20:53:41 +00:00
{
if( InvalidRace( x ))
2002-04-07 20:53:41 +00:00
return;
2002-04-07 20:53:41 +00:00
Console << "Race ID: " << x << myendl;
Console << "Race: " << races[x]->Name() << myendl;
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( races[x]->RequiresBeard() )
{
2002-04-07 20:53:41 +00:00
Console << "Req Beard: Yes" << myendl;
}
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
{
2002-04-07 20:53:41 +00:00
Console << "Req Beard: No" << myendl;
}
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( races[x]->NoBeard() )
{
2002-04-07 20:53:41 +00:00
Console << "No Beard: Yes" << myendl;
}
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
{
2002-04-07 20:53:41 +00:00
Console << "No Beard: No" << myendl;
}
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( races[x]->IsPlayerRace() )
{
2002-04-07 20:53:41 +00:00
Console << "Player Race: Yes" << myendl;
}
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
{
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Console << "Player Race: No" << myendl;
}
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Console << "Restrict Gender: " << races[x]->GenderRestriction() << myendl;
Console << "LightLevel: " << races[x]->LightLevel() << myendl;
Console << "NightVistion: " << races[x]->NightVision() << myendl;
Console << "ArmorRestrict: " << races[x]->ArmourClassRestriction() << myendl;
Console << "LangMin: " << races[x]->LanguageMin() << myendl;
Console << "Vis Distance: " << races[x]->VisibilityRange() << myendl << myendl;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::DebugPrintAll()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Dump info about all races to Console
//o------------------------------------------------------------------------------------------------o
void cRaces::DebugPrintAll( void )
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{
for( RACEID x = 0; x < races.size(); ++x )
{
DebugPrint( x );
}
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}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::IsPlayerRace()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set whether race is a player race or not
//o------------------------------------------------------------------------------------------------o
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bool cRaces::IsPlayerRace( RACEID race ) const
{
if( InvalidRace( race ))
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return false;
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return races[race]->IsPlayerRace();
}
void cRaces::IsPlayerRace( RACEID x, bool value )
{
if( InvalidRace( x ))
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return;
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races[x]->IsPlayerRace( value );
}
//o------------------------------------------------------------------------------------------------o
//| cRace
//o------------------------------------------------------------------------------------------------o
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::GetRaceID()/SetRaceID()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets race ID associated with race
//o------------------------------------------------------------------------------------------------o
RACEID CRace::GetRaceID( void ) const
{
return raceID;
}
void CRace::SetRaceID( RACEID newValue )
{
raceID = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::Skill()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets skill bonus associated with race (?)
//o------------------------------------------------------------------------------------------------o
SKILLVAL CRace::Skill( SI32 skillNum ) const
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{
return iSkills[skillNum];
}
void CRace::Skill( SKILLVAL newValue, SI32 iNum )
{
iSkills[iNum] = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::Name()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets name of race
//o------------------------------------------------------------------------------------------------o
const std::string CRace::Name( void ) const
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{
return raceName;
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}
void CRace::Name( const std::string& newName )
{
raceName = newName;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::RequiresBeard()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether race requires a beard of its members
//o------------------------------------------------------------------------------------------------o
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bool CRace::RequiresBeard( void ) const
{
return bools.test( BIT_REQBEARD );
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}
void CRace::RequiresBeard( bool newValue )
{
bools.set( BIT_REQBEARD, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::NoBeard()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether race requires its members to NOT have beards
//o------------------------------------------------------------------------------------------------o
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bool CRace::NoBeard( void ) const
{
return bools.test( BIT_NOBEARD );
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}
void CRace::NoBeard( bool newValue )
{
bools.set( BIT_NOBEARD, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::IsPlayerRace()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether race is counted as a player race
//o------------------------------------------------------------------------------------------------o
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bool CRace::IsPlayerRace( void ) const
{
return bools.test( BIT_PLAYERRACE );
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}
void CRace::IsPlayerRace( bool newValue )
{
bools.set( BIT_PLAYERRACE, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::NoHair()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether requires its members to NOT have hair
//o------------------------------------------------------------------------------------------------o
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bool CRace::NoHair( void ) const
{
return bools.test( BIT_NOHAIR );
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}
void CRace::NoHair( bool newValue )
{
bools.set( BIT_NOHAIR, newValue );
}
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//o------------------------------------------------------------------------------------------------o
//| Function - cRace::GenderRestriction()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether race is gender-restricted
//o------------------------------------------------------------------------------------------------o
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GENDER CRace::GenderRestriction( void ) const
{
return restrictGender;
}
void CRace::GenderRestriction( GENDER newValue )
{
restrictGender = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::LightLevel()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the light level at which members of race will burn
//o------------------------------------------------------------------------------------------------o
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LIGHTLEVEL CRace::LightLevel( void ) const
{
return lightLevel;
}
void CRace::LightLevel( LIGHTLEVEL newValue )
{
lightLevel = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::ColdLevel()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the cold level at which members of race will burn
//o------------------------------------------------------------------------------------------------o
COLDLEVEL CRace::ColdLevel( void ) const
{
return coldLevel;
}
void CRace::ColdLevel( COLDLEVEL newValue )
{
coldLevel = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::HeatLevel()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the heat level at which members of race will burn
//o------------------------------------------------------------------------------------------------o
HEATLEVEL CRace::HeatLevel( void ) const
{
return heatLevel;
}
void CRace::HeatLevel( HEATLEVEL newValue )
{
heatLevel = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::NightVision()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets bonus the race gets to lightlevels
//o------------------------------------------------------------------------------------------------o
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LIGHTLEVEL CRace::NightVision( void ) const
{
return nightVision;
}
void CRace::NightVision( LIGHTLEVEL newValue )
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{
nightVision = newValue;
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}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::ArmourClassRestriction()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets which armour classes race is restricted from wearing
//o------------------------------------------------------------------------------------------------o
ARMORCLASS CRace::ArmourClassRestriction( void ) const
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{
return armourRestrict;
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}
void CRace::ArmourClassRestriction( ARMORCLASS newValue )
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{
armourRestrict = newValue;
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}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::WeatherSeconds()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets interval at which members of a race burn from a given weather type
//o------------------------------------------------------------------------------------------------o
SECONDS CRace::WeatherSeconds( WeatherType iNum ) const
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{
return weathSecs[iNum];
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}
void CRace::WeatherSeconds( SECONDS newValue, WeatherType iNum )
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{
weathSecs[iNum] = newValue;
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}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::WeatherDamage()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets how much damage members of race take from a given weather type when they burn
//o------------------------------------------------------------------------------------------------o
SI08 CRace::WeatherDamage( WeatherType iNum ) const
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{
return weathDamage[iNum];
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}
void CRace::WeatherDamage( SI08 newValue, WeatherType iNum )
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{
weathDamage[iNum] = newValue;
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}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::LanguageMin()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets minimum language skill (spirit speak?) required to understand race's language
//o------------------------------------------------------------------------------------------------o
SKILLVAL CRace::LanguageMin( void ) const
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{
return languageMin;
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}
void CRace::LanguageMin( SKILLVAL newValue )
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{
languageMin = newValue;
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}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::VisibilityRange()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets ???
//o------------------------------------------------------------------------------------------------o
RANGE CRace::VisibilityRange( void ) const
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{
return visDistance;
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}
void CRace::VisibilityRange( RANGE newValue )
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{
visDistance = newValue;
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::AffectedBy()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether members of race are affected by a given weather type
//o------------------------------------------------------------------------------------------------o
bool CRace::AffectedBy( WeatherType iNum ) const
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{
return weatherAffected.test( iNum );
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}
void CRace::AffectedBy( bool value, WeatherType iNum )
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{
weatherAffected.set( iNum, value );
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}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::GetHungerRate()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets rate at which members of race grow more hungry
//o------------------------------------------------------------------------------------------------o
UI16 CRace::GetHungerRate( void ) const
{
return hungerRate;
}
void CRace::SetHungerRate( UI16 newValue )
{
hungerRate = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::GetThirstRate()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets rate at which members of race grow more thirsty
//o------------------------------------------------------------------------------------------------o
UI16 CRace::GetThirstRate( void ) const
{
return thirstRate;
}
void CRace::SetThirstRate( UI16 newValue )
{
thirstRate = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::GetHungerDamage()
//| cRace::SetHungerDamage
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets amount of damage members of race take when hungry
//o------------------------------------------------------------------------------------------------o
SI16 CRace::GetHungerDamage( void ) const
{
return hungerDamage;
}
void CRace::SetHungerDamage( SI16 newValue )
{
hungerDamage = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::GetThirstDrain()
//| cRace::SetThirstDrain
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets amount of stamina drain members of race suffer when thirsty
//o------------------------------------------------------------------------------------------------o
SI16 CRace::GetThirstDrain( void ) const
{
return thirstDrain;
}
void CRace::SetThirstDrain( SI16 newValue )
{
thirstDrain = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::DoesHunger()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether members of race become hungry
//o------------------------------------------------------------------------------------------------o
bool CRace::DoesHunger( void ) const
{
return doesHunger;
}
void CRace::DoesHunger( bool newValue )
{
doesHunger = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::DoesThirst()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether members of race become thirsty
//o------------------------------------------------------------------------------------------------o
bool CRace::DoesThirst( void ) const
{
return doesThirst;
}
void CRace::DoesThirst( bool newValue )
{
doesThirst = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRaces::CanEquipItem()
//o------------------------------------------------------------------------------------------------o
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
//| Purpose - Checks whether a given race can equip a given item, based on lists of allowed
//| or banned equipment from dfndata/race/races.dfn
//o------------------------------------------------------------------------------------------------o
bool CRace::CanEquipItem( UI16 itemId ) const
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( allowedEquipment.size() > 0 )
{
// Race has a list of allowed equipment. If it's not in the list, disallow usage
//return ( std::find( allowedEquipment.begin(), allowedEquipment.end(), itemId ) != allowedEquipment.end() );
return ( allowedEquipment.find( itemId ) != allowedEquipment.end() );
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( bannedEquipment.size() > 0 )
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
{
// Race has a list of banned equipment. If item is in the list, disallow usage
//return !( std::find( bannedEquipment.begin(), bannedEquipment.end(), itemId ) != bannedEquipment.end() );
return !( bannedEquipment.find( itemId ) != bannedEquipment.end() );
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
}
return true;
}
CRace::CRace() : raceID( 0xFFFF ), bools( 4 ), visDistance( 0 ), nightVision( 0 ), armourRestrict( 0 ), lightLevel( 1 ),
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
restrictGender( 0 ), languageMin( 0 ), poisonResistance( 0.0f ), magicResistance( 0.0f ), bloodColour( 0 )
2002-04-07 20:53:41 +00:00
{
iSkills.fill( 0 );
weathDamage.fill( 0 );
weathSecs.fill( 60 );
//memset( &iSkills[0], 0, sizeof( SKILLVAL ) * SKILLS );
//memset( &weathDamage[0], 0, sizeof( SI08 ) * WEATHNUM );
//memset( &weathSecs[0], 60, sizeof( SECONDS ) * WEATHNUM );
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
2002-04-07 20:53:41 +00:00
Skill( 100, STRENGTH );
Skill( 100, DEXTERITY );
Skill( 100, INTELLECT );
HPModifier( 0 );
ManaModifier( 0 );
StamModifier( 0 );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
HPRegenBonus( 0 );
ManaRegenBonus( 0 );
StamRegenBonus( 0 );
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
MaxWeightBonus( 0 );
DoesHunger( false );
SetHungerRate( 0 );
SetHungerDamage( 0 );
DoesThirst( false );
SetThirstRate( 0 );
SetThirstDrain( 0 );
2002-04-07 20:53:41 +00:00
}
CRace::CRace( SI32 numRaces ) : bools( 4 ), visDistance( 0 ), nightVision( 0 ), armourRestrict( 0 ), lightLevel( 1 ),
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
restrictGender( 0 ), languageMin( 0 ), poisonResistance( 0.0f ), magicResistance( 0.0f ), bloodColour( 0 )
2002-04-07 20:53:41 +00:00
{
NumEnemyRaces( numRaces );
iSkills.fill( 0 );
weathDamage.fill( 0 );
weathSecs.fill( 60 );
2002-04-07 20:53:41 +00:00
Skill( 100, STRENGTH );
Skill( 100, DEXTERITY );
Skill( 100, INTELLECT );
HPModifier( 0 );
ManaModifier( 0 );
StamModifier( 0 );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
HPRegenBonus( 0 );
ManaRegenBonus( 0 );
StamRegenBonus( 0 );
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
MaxWeightBonus( 0 );
DoesHunger( false );
SetHungerRate( 0 );
SetHungerDamage( 0 );
DoesThirst( false );
SetThirstRate( 0 );
SetThirstDrain( 0 );
weatherAffected.reset();
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}
void CRace::NumEnemyRaces( SI32 iNum )
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{
racialEnemies.resize( iNum );
}
RaceRelate CRace::RaceRelation( RACEID race ) const
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{
return racialEnemies[race];
}
COLOUR CRace::RandomSkin( void ) const
{
if( !IsSkinRestricted() )
return 0;
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
size_t sNum = RandomNum( static_cast<size_t>( 0 ), skinColours.size() - 1 );
return static_cast<COLOUR>( RandomNum( skinColours[sNum].cMin, skinColours[sNum].cMax ));
2002-04-07 20:53:41 +00:00
}
COLOUR CRace::RandomHair( void ) const
{
if( !IsHairRestricted() )
return 0;
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
size_t sNum = RandomNum( static_cast<size_t>( 0 ), hairColours.size() - 1 );
return static_cast<COLOUR>( RandomNum( hairColours[sNum].cMin, hairColours[sNum].cMax ));
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}
COLOUR CRace::RandomBeard( void ) const
{
if( !IsBeardRestricted() )
return 0;
size_t sNum = RandomNum( static_cast<size_t>( 0 ), beardColours.size() - 1 );
return static_cast<COLOUR>( RandomNum( beardColours[sNum].cMin, beardColours[sNum].cMax ));
2002-04-07 20:53:41 +00:00
}
//o------------------------------------------------------------------------------------------------o
//| Function - cRace::BloodColour()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the blood colour of members of race
//o------------------------------------------------------------------------------------------------o
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
COLOUR CRace::BloodColour( void ) const
{
return bloodColour;
}
void CRace::BloodColour( COLOUR newValue )
{
bloodColour = newValue;
}
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bool CRace::IsSkinRestricted( void ) const
{
return ( !skinColours.empty() );
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}
bool CRace::IsHairRestricted( void ) const
{
return ( !hairColours.empty() );
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}
bool CRace::IsBeardRestricted( void ) const
{
return ( !beardColours.empty() );
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}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::IsValidSkin()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns whether specific colour is valid for skins for this race
//o------------------------------------------------------------------------------------------------o
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bool CRace::IsValidSkin( COLOUR val ) const
{
if( !IsSkinRestricted() )
return true;
for( size_t i = 0; i < skinColours.size(); ++i )
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{
if( val >= skinColours[i].cMin && val <= skinColours[i].cMax )
return true;
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::IsValidHair()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns whether specific colour is valid for hairs for this race
//o------------------------------------------------------------------------------------------------o
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bool CRace::IsValidHair( COLOUR val ) const
{
if( !IsHairRestricted() )
return true;
for( size_t i = 0; i < hairColours.size(); ++i )
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{
if( val >= hairColours[i].cMin && val <= hairColours[i].cMax )
return true;
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::IsValidBeard()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns whether specific colour is valid for beards for this race
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
bool CRace::IsValidBeard( COLOUR val ) const
{
if( !IsBeardRestricted() )
return true;
for( size_t i = 0; i < beardColours.size(); ++i )
2002-04-07 20:53:41 +00:00
{
if( val >= beardColours[i].cMin && val <= beardColours[i].cMax )
return true;
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::RaceRelation()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets race's ractial relations with another race
//o------------------------------------------------------------------------------------------------o
void CRace::RaceRelation( RaceRelate value, RACEID race )
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{
racialEnemies[race] = value;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::HPModifier()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets race's hp modifier
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
SI16 CRace::HPModifier( void ) const
{
return HPMod;
}
void CRace::HPModifier( SI16 value )
{
if( value > -100 )
{
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HPMod = value;
}
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else
{
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HPMod = -99;
}
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}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::ManaModifier()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets race's mana modifier
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
SI16 CRace::ManaModifier( void ) const
{
return ManaMod;
}
void CRace::ManaModifier( SI16 value )
{
if( value > -100 )
{
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ManaMod = value;
}
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else
{
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ManaMod = -99;
}
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}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::StamModifier()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets race's stam modifier
//o------------------------------------------------------------------------------------------------o
2002-04-07 20:53:41 +00:00
SI16 CRace::StamModifier( void ) const
{
return StamMod;
}
void CRace::StamModifier( SI16 value )
{
if( value > -100 )
{
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StamMod = value;
}
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else
{
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StamMod = -99;
}
2002-04-07 20:53:41 +00:00
}
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::HPRegenBonus()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets race's hp regen bonus
//o------------------------------------------------------------------------------------------------o
SI16 CRace::HPRegenBonus( void ) const
{
if( RaceHPRegenBonus == 0 ) // only use global overrides if property in race-definition is 0
{
switch( raceID )
{
case 0: // Human by default
return cwmWorldState->ServerData()->HumanHealthRegenBonus();
case 1: // Elf by default
return cwmWorldState->ServerData()->ElfHealthRegenBonus();
case 2: // Gargoyle by default
return cwmWorldState->ServerData()->GargoyleHealthRegenBonus();
default:
break;
}
}
return RaceHPRegenBonus;
}
void CRace::HPRegenBonus( SI16 value )
{
if( value > -100 )
{
RaceHPRegenBonus = value;
}
else
{
RaceHPRegenBonus = -99;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::ManaRegenBonus()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets race's mana regen bonus
//o------------------------------------------------------------------------------------------------o
SI16 CRace::ManaRegenBonus( void ) const
{
if( RaceManaRegenBonus == 0 ) // only use global overrides if property in race-definition is 0
{
switch( raceID )
{
case 0: // Human by default
return cwmWorldState->ServerData()->HumanManaRegenBonus();
case 1: // Elf by default
return cwmWorldState->ServerData()->ElfManaRegenBonus();
case 2: // Gargoyle by default
return cwmWorldState->ServerData()->GargoyleManaRegenBonus();
default:
break;
}
}
return RaceManaRegenBonus;
}
void CRace::ManaRegenBonus( SI16 value )
{
if( value > -100 )
{
RaceManaRegenBonus = value;
}
else
{
RaceManaRegenBonus = -99;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::StamRegenBonus()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets race's stamina regen bonus
//o------------------------------------------------------------------------------------------------o
SI16 CRace::StamRegenBonus( void ) const
{
if( RaceStamRegenBonus == 0 ) // only use global overrides if property in race-definition is 0
{
switch( raceID )
{
case 0: // Human by default
return cwmWorldState->ServerData()->HumanStaminaRegenBonus();
case 1: // Elf by default
return cwmWorldState->ServerData()->ElfStaminaRegenBonus();
case 2: // Gargoyle by default
return cwmWorldState->ServerData()->GargoyleStaminaRegenBonus();
default:
break;
}
}
return RaceStamRegenBonus;
}
void CRace::StamRegenBonus( SI16 value )
{
if( value > -100 )
{
RaceStamRegenBonus = value;
}
else
{
RaceStamRegenBonus = -99;
}
}
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
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::MaxWeightBonus()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets race's max weight capacity bonus
//o------------------------------------------------------------------------------------------------o
SI16 CRace::MaxWeightBonus( void ) const
{
if( RaceMaxWeightBonus == 0 ) // only use global overrides if property in race-definition is 0
{
switch( raceID )
{
case 0: // Human by default
return cwmWorldState->ServerData()->HumanMaxWeightBonus();
case 1: // Elf by default
return cwmWorldState->ServerData()->ElfMaxWeightBonus();
case 2: // Gargoyle by default
return cwmWorldState->ServerData()->GargoyleMaxWeightBonus();
default:
break;
}
}
return RaceMaxWeightBonus;
}
void CRace::MaxWeightBonus( SI16 value )
{
RaceMaxWeightBonus = value;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::Load()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Load details of race from races.dfn
//o------------------------------------------------------------------------------------------------o
void CRace::Load( size_t sectNum, SI32 modCount )
2002-04-07 20:53:41 +00:00
{
std::string tag;
std::string data;
std::string UTag;
2002-04-07 20:53:41 +00:00
SI32 raceDiff = 0;
std::string sect = std::string( "RACE " ) + oldstrutil::number( sectNum );
CScriptSection *RacialPart = FileLookup->FindEntry( sect, race_def );
if( RacialPart == nullptr )
return;
2002-04-07 20:53:41 +00:00
COLOUR beardMin = 0, skinMin = 0, hairMin = 0;
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
bool allSkillsG = false;
bool allSkillsL = false;
2002-04-07 20:53:41 +00:00
for( tag = RacialPart->First(); !RacialPart->AtEnd(); tag = RacialPart->Next() )
{
UTag = oldstrutil::upper( tag );
2002-04-07 20:53:41 +00:00
data = RacialPart->GrabData();
2002-04-07 20:53:41 +00:00
switch( tag[0] )
{
case 'a':
case 'A':
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
{
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
if( UTag == "ALLSKILLSG" )
{
allSkillsG = true;
break;
}
else if( UTag == "ALLSKILLSL" )
{
allSkillsL = true;
break;
}
else if( UTag == "ALLOWEQUIPLIST" )
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
{
// Allowed equipment from [EQUIPMENT #] sections in races.dfn
std::string subTag;
std::string subUTag;
std::string subData;
std::string subSect = std::string( "EQUIPLIST " ) + oldstrutil::number( static_cast<UI08>( std::stoul( data, nullptr, 0 )));
CScriptSection *RacialEquipment = FileLookup->FindEntry( subSect, race_def );
if( RacialEquipment == nullptr )
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
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
for( subTag = RacialEquipment->First(); !RacialEquipment->AtEnd(); subTag = RacialEquipment->Next() )
{
subUTag = oldstrutil::upper( subTag );
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
subData = RacialEquipment->GrabData();
switch( subTag[0] )
{
case 'i':
case 'I':
if( subUTag == "ITEMS" )
{
auto csecs = oldstrutil::sections( subData, "," );
2022-11-04 00:52:37 -04:00
for( size_t i = 0; i < csecs.size() - 1; 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
{
UI16 temp = static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[i], "//" )), nullptr, 0 ));
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
//allowedEquipment.push_back( temp );
allowedEquipment.insert( temp );
}
}
break;
default:
break;
}
}
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
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
}
else if( UTag == "ARMORREST" ) // 8 classes, value 0 is all, else it's a bit comparison
{
ArmourClassRestriction( static_cast<UI08>( std::stoul( data, nullptr, 0 )));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
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
}
case 'b':
case 'B':
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( UTag == "BANEQUIPLIST" )
{
// Banned equipment from [EQUIPMENT #] sections in races.dfn
std::string subTag;
std::string subUTag;
std::string subData;
std::string subSect = std::string( "EQUIPLIST " ) + oldstrutil::number( static_cast<UI08>( std::stoul( data, nullptr, 0 )));
CScriptSection *RacialEquipment = FileLookup->FindEntry( subSect, race_def );
if( RacialEquipment == nullptr )
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
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
for( subTag = RacialEquipment->First(); !RacialEquipment->AtEnd(); subTag = RacialEquipment->Next() )
{
subUTag = oldstrutil::upper( subTag );
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
subData = RacialEquipment->GrabData();
switch( subTag[0] )
{
case 'i':
case 'I':
if( subUTag == "ITEMS" )
{
auto csecs = oldstrutil::sections( subData, "," );
2022-11-04 00:52:37 -04:00
for( size_t i = 0; i < csecs.size() - 1; 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
{
UI16 temp = static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[i], "//" )), nullptr, 0 ));
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
//bannedEquipment.push_back( temp );
bannedEquipment.insert( temp );
}
}
break;
default:
break;
}
}
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
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
}
else if( UTag == "BEARDMIN" )
{
beardMin = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "BEARDMAX" )
{
beardColours.push_back( ColourPair_st( beardMin, static_cast<UI16>( std::stoul( data, nullptr, 0 ))));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
else if( UTag == "BLOODCOLOUR" )
{
bloodColour = static_cast<COLOUR>( std::stoul( data, nullptr, 0 ));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
}
break;
case 'c':
case 'C':
if( UTag == "COLDAFFECT" ) // are we affected by cold?
{
AffectedBy( true, COLD );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "COLDLEVEL" ) // cold level at which to take damage
{
ColdLevel( static_cast<UI16>( std::stoul( data, nullptr, 0 )));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "COLDDAMAGE" ) // how much damage to take from cold
{
WeatherDamage( static_cast<UI16>( std::stoul( data, nullptr, 0 )), COLD );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "COLDSECS" ) // how often cold affects in secs
{
WeatherSeconds( static_cast<UI16>( std::stoul( data, nullptr, 0 )), COLD );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
break;
case 'd':
case 'D':
if( UTag == "DEXCAP" )
{
Skill( static_cast<UI16>( std::stoul( data, nullptr, 0 )), DEXTERITY );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
break;
case 'g':
case 'G':
if( UTag == "GENDER" )
{
auto udata = oldstrutil::upper( data );
if( udata == "MALE" )
{
GenderRestriction( MALE );
}
else if( udata == "FEMALE" )
{
GenderRestriction( FEMALE );
}
else
{
GenderRestriction( MALE );
}
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
break;
case 'h':
case 'H':
if( UTag == "HAIRMIN" )
{
hairMin = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
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( UTag == "HAIRMAX" )
{
hairColours.push_back( ColourPair_st( hairMin, static_cast<UI16>( std::stoul( data, nullptr, 0 ))));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
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( UTag == "HEATAFFECT" )
{
// are we affected by light?
AffectedBy( true, HEAT );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
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( UTag == "HEATDAMAGE" )
{
// how much damage to take from light
WeatherDamage( static_cast<UI16>( std::stoul( data, nullptr, 0 )), HEAT );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
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( UTag == "HEATLEVEL" )
{
// heat level at which to take damage
HeatLevel( static_cast<UI16>( std::stoul( data, nullptr, 0 )));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
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( UTag == "HEATSECS" )
{ // how often light affects in secs
WeatherSeconds( static_cast<UI16>( std::stoul( data, nullptr, 0 )), HEAT );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
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( UTag == "HPMOD" )
{
// how high percentage of strength is added as bonus hitpoints
HPModifier( static_cast<SI16>( std::stoi( data, nullptr, 0 )));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "HEALTHREGENBONUS" )
{
// how much hitpoint regen bonus to add over 10 seconds of regen
HPRegenBonus( static_cast<SI16>( std::stoi( data, nullptr, 0 )));
continue;
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( UTag == "HUNGER" )
{
// does race suffer from hunger
auto csecs = oldstrutil::sections( data, "," );
if( csecs.size() > 1 )
{
SetHungerRate( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 )));
SetHungerDamage( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 )));
}
else
{
SetHungerRate( 0 );
SetHungerDamage( 0 );
}
if( GetHungerRate() > 0 )
{
DoesHunger( true );
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
{
DoesHunger( 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
}
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
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;
case 'i':
case 'I':
if( UTag == "INTCAP" )
{
Skill( static_cast<UI16>( std::stoul( data, nullptr, 0 )), INTELLECT );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
break;
case 'l':
case 'L':
if( UTag == "LIGHTAFFECT" ) // are we affected by light?
{
AffectedBy( true, LIGHT );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "LIGHTDAMAGE" ) // how much damage to take from light
{
WeatherDamage( static_cast<UI16>( std::stoul( data, nullptr, 0 )), LIGHT );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "LIGHTLEVEL" ) // light level at which to take damage
{
LightLevel( static_cast<UI16>( std::stoul( data, nullptr, 0 )));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "LIGHTSECS" ) // how often light affects in secs
{
WeatherSeconds( static_cast<UI16>( std::stoul( data, nullptr, 0 )), LIGHT );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "LIGHTNINGAFFECT" ) // are we affected by light?
{
AffectedBy( true, LIGHTNING );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "LIGHTNINGDAMAGE" ) // how much damage to take from light
{
WeatherDamage( static_cast<UI16>( std::stoul( data, nullptr, 0 )), LIGHTNING );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "LIGHTNINGCHANCE" ) // how big is the chance to get hit by a lightning
{
WeatherSeconds( static_cast<UI16>( std::stoul( data, nullptr, 0 )), LIGHTNING );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
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( UTag == "LANGUAGEMIN" ) // set language min
{
LanguageMin( static_cast<UI16>( std::stoul( data, nullptr, 0 )));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
break;
case 'm':
case 'M':
if( UTag == "MAGICRESISTANCE" ) // magic resistance?
{
MagicResistance( std::stof( data ));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "MANAMOD" ) // how high percentage of int to add as bonus mana
{
ManaModifier( static_cast<SI16>( std::stoi( data, nullptr, 0 )));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "MANAREGENBONUS" )
{
// how much mana regen bonus to add over 10 seconds of regen
ManaRegenBonus( static_cast<SI16>( std::stoi( data, nullptr, 0 )));
continue;
}
break;
case 'n':
case 'N':
if( UTag == "NAME" )
{
Name( data );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "NOBEARD" )
{
NoBeard( true );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
UOX3 0.99.6-RC3 Updated Item DFNs with ORIGIN and SECTIONID tags for relevant items Added JS Function to make comparing eras (based on object origin or server settings) easier: EraStringToNum( eraString ) // Takes an era string (uo, t2a, uor, td, lbr, aos, etc) and returns an int Updated some JS scripts to use EraStringToNum() for era comparisons (potionkeg.js) Default CORESHARDERA setting is now LBR Removed PUB15 as a separate "era" - it's identical to late stage LBR anyway: Removed support for GETPUB15 tag Added support for GETUO tag for items/NPCs: GETUO=<sectionID> // Inherit DFN section if core shard era is Ultima Online (original release, before T2A) Rewrote portions of MsgBoardQuestEscortCreate() function in msgboard.cpp to ensure only escort regions within same world as NPC can be selected as destinations Increased maximum number of possible escort regions that can exist from 255 to 65535 Added region definitions for all shrines in Britannia (Fel & Trammel), and marked them as valid destinations for NPC escorts (uox3/regions/regions.dfn) Moved bankers from vendor to human DFN files, and made them inherit basehuman instead of basevendor - since they are not vendors To address an issue with escorted NPCs not timing out and vanishing if they are left in a "dormant" area of the world with no player activity, the NPCs are marked as "always awake" the moment they arrive at their destination. Note that the uox.ini setting ALLOWAWAKENPCS needs to be enabled for this to work. Fixed an issue where spawnsection of spawners did not show up correctly in tweak menu Fixed an issue where the generic Orc AI script didn't have a return true at end of onDamage() event, which prevented all orcs from taking damage in combat (js/npc/ai/monster/orc.js) Moved Anatomy skill-check in healing script (js/skill/healing.js) from onCallback1() function to onTimer() to prevent the skill-check from being spammable Added mount ID for Frost Mite in creatures.dfn, allowing it to be used as mount Exposed the following character properties to JS engine, which can be used to view/adjust the permanent hair/beard options for a character: .hairStyle .hairColour .beardStyle .beardColour Updated 'kill hair, 'shavehair, 'shavebeard and 'remove commands to clear permanent hair/beard colour and style properties in addition to removing the item itself Added a GM override to let GMs place as many houses as they want (js/server/house/houseDeed.js) Fixed an issue where attempting to sell items to NPC shopkeepers could result in client crashing Added a new JS Event: onMultiLogout( iMulti, cPlayer ) // Handles players logging out while inside multis Updated house script (js/server/house/house.js) with onMultiLogout event, which allows owners (always) and co-owners/friends/guests (if option enabled in uox.ini) to safely log out inside the house (without getting booted). Added a "keyless" option for interacting with locked doors (js/item/doors.js) of player-owned houses, which lets owners/co-owners/friends/guests of a house use locked doors in the house without requiring a key in their backpack, if the options for that are enabled in UOX.INI. Enabled for owners/co-owners and friends by default (but not for guests) Note that if option to safely log out is enabled, but keyless option is NOT enabled, then the server will check if the player has a key to the house in their backpack, and eject them from the house upon logging out if not. This is to make sure players don't get stuck inside a house they can't get out of because they lack the rights to open doors etc. Added new UOX.INI options, under the [houses] section: SAFECOOWNERLOGOUT=1 // Allow co-owners to safely and instantly log out inside house SAFEFRIENDLOGOUT=1 // Allow friends to safely and instantly log out inside house SAFEGUESTLOGOUT=1 // Allow guests to safely and instantly log out inside house KEYLESSOWNERACCESS=1 // Allow owner of house to use locked doors in house without key in pack KEYLESSCOOWNERACCESS=1 // Allow co-owners of house to use locked doors in house without key in pack KEYLESSFRIENDACCESS=1 // Allow friends of house to use locked doors in house without key in pack KEYLESSGUESTACCESS=0 // Allow guests of house to use locked doors in house without key in pack Fixed NOHAIR tag from races.dfn not being loaded correctly
2023-03-04 22:50:55 +08:00
else if( UTag == "NOHAIR" )
{
NoHair( true );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
UOX3 0.99.6-RC3 Updated Item DFNs with ORIGIN and SECTIONID tags for relevant items Added JS Function to make comparing eras (based on object origin or server settings) easier: EraStringToNum( eraString ) // Takes an era string (uo, t2a, uor, td, lbr, aos, etc) and returns an int Updated some JS scripts to use EraStringToNum() for era comparisons (potionkeg.js) Default CORESHARDERA setting is now LBR Removed PUB15 as a separate "era" - it's identical to late stage LBR anyway: Removed support for GETPUB15 tag Added support for GETUO tag for items/NPCs: GETUO=<sectionID> // Inherit DFN section if core shard era is Ultima Online (original release, before T2A) Rewrote portions of MsgBoardQuestEscortCreate() function in msgboard.cpp to ensure only escort regions within same world as NPC can be selected as destinations Increased maximum number of possible escort regions that can exist from 255 to 65535 Added region definitions for all shrines in Britannia (Fel & Trammel), and marked them as valid destinations for NPC escorts (uox3/regions/regions.dfn) Moved bankers from vendor to human DFN files, and made them inherit basehuman instead of basevendor - since they are not vendors To address an issue with escorted NPCs not timing out and vanishing if they are left in a "dormant" area of the world with no player activity, the NPCs are marked as "always awake" the moment they arrive at their destination. Note that the uox.ini setting ALLOWAWAKENPCS needs to be enabled for this to work. Fixed an issue where spawnsection of spawners did not show up correctly in tweak menu Fixed an issue where the generic Orc AI script didn't have a return true at end of onDamage() event, which prevented all orcs from taking damage in combat (js/npc/ai/monster/orc.js) Moved Anatomy skill-check in healing script (js/skill/healing.js) from onCallback1() function to onTimer() to prevent the skill-check from being spammable Added mount ID for Frost Mite in creatures.dfn, allowing it to be used as mount Exposed the following character properties to JS engine, which can be used to view/adjust the permanent hair/beard options for a character: .hairStyle .hairColour .beardStyle .beardColour Updated 'kill hair, 'shavehair, 'shavebeard and 'remove commands to clear permanent hair/beard colour and style properties in addition to removing the item itself Added a GM override to let GMs place as many houses as they want (js/server/house/houseDeed.js) Fixed an issue where attempting to sell items to NPC shopkeepers could result in client crashing Added a new JS Event: onMultiLogout( iMulti, cPlayer ) // Handles players logging out while inside multis Updated house script (js/server/house/house.js) with onMultiLogout event, which allows owners (always) and co-owners/friends/guests (if option enabled in uox.ini) to safely log out inside the house (without getting booted). Added a "keyless" option for interacting with locked doors (js/item/doors.js) of player-owned houses, which lets owners/co-owners/friends/guests of a house use locked doors in the house without requiring a key in their backpack, if the options for that are enabled in UOX.INI. Enabled for owners/co-owners and friends by default (but not for guests) Note that if option to safely log out is enabled, but keyless option is NOT enabled, then the server will check if the player has a key to the house in their backpack, and eject them from the house upon logging out if not. This is to make sure players don't get stuck inside a house they can't get out of because they lack the rights to open doors etc. Added new UOX.INI options, under the [houses] section: SAFECOOWNERLOGOUT=1 // Allow co-owners to safely and instantly log out inside house SAFEFRIENDLOGOUT=1 // Allow friends to safely and instantly log out inside house SAFEGUESTLOGOUT=1 // Allow guests to safely and instantly log out inside house KEYLESSOWNERACCESS=1 // Allow owner of house to use locked doors in house without key in pack KEYLESSCOOWNERACCESS=1 // Allow co-owners of house to use locked doors in house without key in pack KEYLESSFRIENDACCESS=1 // Allow friends of house to use locked doors in house without key in pack KEYLESSGUESTACCESS=0 // Allow guests of house to use locked doors in house without key in pack Fixed NOHAIR tag from races.dfn not being loaded correctly
2023-03-04 22:50:55 +08:00
}
else if( UTag == "NIGHTVIS" ) // night vision level... light bonus
{
NightVision( static_cast<UI08>( std::stoul( data, nullptr, 0 )));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
break;
case 'p':
case 'P':
if( UTag == "PLAYERRACE" )// is it a player race?
{
IsPlayerRace(( static_cast<UI16>( std::stoul( data, nullptr, 0 )) != 0 ));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "POISONRESISTANCE" ) // poison resistance?
{
PoisonResistance( std::stof( data ));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "PARENTRACE" )
{
CRace *pRace = Races->Race( static_cast<UI16>( std::stoul( data, nullptr, 0 )));
if( pRace != nullptr )
{
( *this ) = ( *pRace );
}
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
break;
case 'r':
case 'R':
if( UTag == "REQUIREBEARD" )
{
RequiresBeard( true );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "RAINAFFECT" ) // are we affected by light?
{
AffectedBy( true, RAIN );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "RAINDAMAGE" ) // how much damage to take from light
{
WeatherDamage( static_cast<UI16>( std::stoul( data, nullptr, 0 )), RAIN );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "RAINSECS" ) // how often light affects in secs
{
WeatherSeconds( static_cast<UI16>( std::stoul( data, nullptr, 0 )), RAIN );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "RACERELATION" )
{
auto ssecs = oldstrutil::sections(data," ");
if( ssecs.size() > 1 )
{
RaceRelation( static_cast<RaceRelate>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( ssecs[1], "//" )), nullptr, 0 )), static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( ssecs[0], "//" )), nullptr, 0 )));
}
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "RACIALENEMY" )
{
raceDiff = std::stoi( data, nullptr, 0 );
if( raceDiff > static_cast<SI32>( racialEnemies.size() ))
{
Console << "Error in race " << static_cast<UI32>( sectNum ) << ", invalid enemy race " << raceDiff << myendl;
}
else
{
RaceRelation( RACE_ENEMY, static_cast<RACEID>( raceDiff ));
}
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "RACIALAID" )
{
raceDiff = std::stoi( data, nullptr, 0 );
if( raceDiff > static_cast<SI32>( racialEnemies.size() ))
{
Console << "Error in race " << static_cast<UI32>( sectNum ) << ", invalid ally race " << raceDiff << myendl;
}
else
{
RaceRelation( RACE_ALLY, static_cast<RACEID>( raceDiff ));
}
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
break;
case 's':
case 'S':
if( UTag == "STRCAP" )
{
Skill( static_cast<UI16>( std::stoul( data, nullptr, 0 )), STRENGTH );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "SKINMIN" )
{
skinMin = static_cast<UI16>( std::stoul( data, nullptr, 0 ));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "SKINMAX" )
{
skinColours.push_back( ColourPair_st( skinMin, static_cast<UI16>( std::stoul( data, nullptr, 0 ))));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "SNOWAFFECT" ) // are we affected by light?
{
AffectedBy( true, SNOW );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "SNOWDAMAGE" ) // how much damage to take from light
{
WeatherDamage( static_cast<UI16>( std::stoul( data, nullptr, 0 )), SNOW );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "SNOWSECS" ) // how often light affects in secs
{
WeatherSeconds( static_cast<UI16>( std::stoul( data, nullptr, 0 )), SNOW );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "STORMAFFECT" ) // are we affected by storm?
{
AffectedBy( true, STORM );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "STORMDAMAGE" ) // how much damage to take from storm
{
WeatherDamage( static_cast<UI16>( std::stoul( data, nullptr, 0 )), STORM );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "STORMSECS" ) // how often storm affects in secs
{
WeatherSeconds( static_cast<UI16>( std::stoul( data, nullptr, 0 )), STORM );
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "STAMMOD" ) // how high percentage of dex is added as bonus stamina
{
StamModifier( static_cast<SI16>( std::stoi( data, nullptr, 0 )));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
else if( UTag == "STAMINAREGENBONUS" )
{
// how much stamina regen bonus to add over 10 seconds of regen
StamRegenBonus( static_cast<SI16>( std::stoi( data, nullptr, 0 )));
continue;
}
break;
case 't':
case 'T':
if( UTag == "THIRST" )
{
// does race suffer from thirst
auto csecs = oldstrutil::sections( data, "," );
if( csecs.size() > 1 )
{
SetThirstRate( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 )));
SetThirstDrain( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 )));
}
else
{
SetThirstRate( 0 );
SetThirstDrain( 0 );
}
if( GetThirstRate() > 0 )
{
DoesThirst( true );
}
else
{
DoesThirst( false );
}
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
break;
case 'v':
case 'V':
if( UTag == "VISRANGE" ) // set visibility range ... defaults to 18
{
VisibilityRange( static_cast<char>( std::stoi( data, nullptr, 0 )));
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
continue;
}
break;
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
default:
break;
2002-04-07 20:53:41 +00:00
}
for( SI32 iCountA = 0; iCountA < ALLSKILLS; ++iCountA )
2002-04-07 20:53:41 +00:00
{
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
std::string skillthing = oldstrutil::upper( cwmWorldState->skill[iCountA].name );
skillthing += "G";
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
if( allSkillsG || skillthing == UTag )
{
Skill( static_cast<UI16>( std::stoul( data, nullptr, 0 )), iCountA );
}
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else
{
Rework of passive stat regeneration Updated code calculating passive health, stamina and mana regeneration for characters, based on new UOX.INI settings and bonuses from characters/items/races Added three new Character/Item/Race DFN tags to grant bonus health/stamina/mana regeneration: HEALTHREGENBONUS=# // 10 bonus points equates to 0.01 extra hp regen per second, independent of era STAMINAREGENBONUS=# // 10 bonus points equates to 0.05 extra stamina regen per second MANAREGENBONUS=# // 10 bonus point equates to 0.1 extra mana regen per second ...also available as JS Properties: .healthRegenBonus .staminaRegenBonus .manaRegenBonus Updated get/set JS commands to allow getting/setting regen bonuses for health, stamina and mana Updated races.dfn to include default +2 health regen bonus for humans, and +2 mana regen bonus for gargoyles. Added new UOX.INI settings under [Skills and Stats] section: HEALTHREGENMODE=1 // 0 = no passive health regen, 1 = default passive health regen STAMINAREGENMODE=1 // 0 = no passive stamina regen, 1 = default passive stamina regen (LBR or below), 2 = AoS or beyond, 3 = SA and beyond MANAREGENMODE=1 // 0 = no passive mana regen, 1 = default passive mana regen (LBR or below), 2 = AoS (Pub17), 3 = AoS/SE (Pub18 and beyond), 4 = ML, 5 = KR, 6 = SA and beyond HEALTHREGENCAP=# // Max cap for Health Regeneration Bonus stat per character STAMINAREGENCAP=# // Max cap for Stamina Regeneration Bonus stat per character MANAREGENCAP=# // Max cap for Mana Regeneration Bonus stat per character Added new UOX.INI section ([default race bonuses]) with the following new settings for the 3 default playable races (only used if nothing else specified in races.dfn): HUMANHEALTHREGENBONUS=0 // default health regen bonus for human race (2 from ML expansion onwards) HUMANSTAMINAREGENBONUS=0 // default stamina regen bonus for human race HUMANMANAREGENBONUS=0 // default mana regen bonus for human race ELFHEALTHREGENBONUS=0 // default health regen bonus for elf race ELFSTAMINAREGENBONUS=0 // default stamina regen bonus for elf race ELFMANAREGENBONUS=0 // default mana regen bonus for elf race GARGOYLEHEALTHREGENBONUS=0 // default health regen bonus for gargoyle race GARGOYLESTAMINAREGENBONUS=0 // default stamina regen bonus for gargoyle race GARGOYLEMANAREGENBONUS=0 // default mana regen bonus for gargoyle race (2 from SA expansion onwards) Updated UOX3 Documentation with new feature section on Stat Regeneration with details on stat regeneration rules and recommended settings per UO era Added support for Medable armors (have no effect on meditation skill and/or passive regen of mana when worn) and Mage Armors (can turn non-medable armor into medable armor) These properties are defined per armor piece using the first and second bits of the MORE property: MORE=0x1 0x0 0x0 0x0 // Medable Armor MORE=0x0 0x1 0x0 0x0 // Mage Armor The following armor types have been marked as medable by default: leather armor, leather ninja armor, leather samurai armor, leaf armor, gargish cloth armor, gargish leather armor and all hats and masks Updated JS Method .Defense() to support optional fourth and fifth parameters - excludeMedableArmor (true/false) and includeShield (true/false) Updated CalfDef function to support including shields in the calculations, and updated mana regen code to include shields when checking for equipped armor Updated Meditation skill JS script to exclude medable armor from armor check, include shields, and apply different rules for active meditation depending on mana regen mode Updated stat window to include defensive rating of shields (based on Parrying skill) and/or elemental resistances (if enabled in ini) Added a new property to CRace class, which is automatically set and incremented as UOX3 loads in races from races.dfn: raceID Added new Getters/Setters for CRace class to retrieve ID of a specific Race object Updated JS property .id for Race JS Object to return new race ID instead of iterating through list of races to compare race object and return index Reloading DFNs now also reloads Races
2025-04-20 06:05:44 +08:00
skillthing = oldstrutil::upper( cwmWorldState->skill[iCountA].name );
skillthing += "L";
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
if( allSkillsL || skillthing == UTag )
{
Skill( modCount + static_cast<UI16>( std::stoul( data, nullptr, 0 )), iCountA );
}
2002-04-07 20:53:41 +00:00
}
}
}
}
CRace::~CRace()
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::MagicResistance()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets race's magic resistance
//o------------------------------------------------------------------------------------------------o
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R32 CRace::MagicResistance( void ) const
{
return magicResistance;
}
void CRace::MagicResistance( R32 value )
{
magicResistance = value;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CRace::PoisonResistance()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets race's posion resistance
//o------------------------------------------------------------------------------------------------o
R32 CRace::PoisonResistance( void ) const
{
return poisonResistance;
}
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void CRace::PoisonResistance( R32 value )
{
poisonResistance = value;
}
CRace& CRace::operator = ( CRace& trgRace )
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{
iSkills = trgRace.iSkills;
//memcpy( iSkills, trgRace.iSkills, sizeof( SKILLVAL ) * SKILLS );
raceName = trgRace.raceName;
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beardColours.resize( trgRace.beardColours.size() );
for( size_t bCtr = 0; bCtr < beardColours.size(); ++bCtr )
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{
beardColours[bCtr].cMax = trgRace.beardColours[bCtr].cMax;
beardColours[bCtr].cMin = trgRace.beardColours[bCtr].cMin;
}
hairColours.resize( trgRace.hairColours.size() );
for( size_t hCtr = 0; hCtr < hairColours.size(); ++hCtr )
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{
hairColours[hCtr].cMax = trgRace.hairColours[hCtr].cMax;
hairColours[hCtr].cMin = trgRace.hairColours[hCtr].cMin;
}
skinColours.resize( trgRace.skinColours.size() );
for( size_t sCtr = 0; sCtr < skinColours.size(); ++sCtr )
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{
skinColours[sCtr].cMax = trgRace.skinColours[sCtr].cMax;
skinColours[sCtr].cMin = trgRace.skinColours[sCtr].cMin;
}
bools = trgRace.bools;
restrictGender = trgRace.restrictGender;
racialEnemies.resize( trgRace.racialEnemies.size() );
for( size_t rCtr = 0; rCtr < racialEnemies.size(); ++rCtr )
{
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racialEnemies[rCtr] = trgRace.racialEnemies[rCtr];
}
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lightLevel = trgRace.lightLevel;
nightVision = trgRace.nightVision;
armourRestrict = trgRace.armourRestrict;
weathSecs = trgRace.weathSecs;
weathDamage = trgRace.weathDamage;
//memcpy( weathSecs, trgRace.weatSec, sizeof( SECONDS ) * WEATHNUM );
//memcpy( weathSecs, trgRace.weathDamage, sizeof( SI08 ) * WEATHNUM );
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languageMin = trgRace.languageMin;
visDistance = trgRace.visDistance;
poisonResistance = trgRace.poisonResistance;
magicResistance = trgRace.magicResistance;
Blood, bleeding, tracking fixes, forensics fix, race combat mods Added cEffects::SpawnBloodEffect( UI08 worldNum, UI16 instanceID, UI16 bloodColour, BloodTypes bloodType ), which can be called upon to create blood splatter effects for things like death, bleeding, combat hits, etc. Added random blood effects that spawn when a character dies, and decays according to new ini setting Added new UOX.INI settings under [timers] to define how long blood effects take to decay: BLOODDECAYTIMER=3 // Smaller blood effects spawned during combat, defaults to 3 seconds BLOODDECAYCORPSETIMER=450 // Larger blood effects spawned upon death, defaults to half the duration of the default corpse decay timer Fixed an issue with Forensic Evaluation skill (js/skills/forensics.js) not giving correct info on age of a corpse, because it incorrectly tried to check a .tempTime property instead of .tempTimer Changed default value of MSGREDISPLAYTIME in [tracking] section of UOX.INI from 30 to 3, so tracking arrow will actually follow the target when it moves (every 3 seconds) Fixed an issue with the Tracking skill where attempting to left-click on the tracking arrow would cause client to freeze up Fixed an issue with the Tracking skill where right-clicking tracking arrow to dismiss it would not always work, especially if target had been killed/deleted Fixed an issue with the Tracking skill where the tracking arrow would not be automatically dismissed if the tracked target was killed/deleted Fixed an issue that prevented clients in 6.0.5 - 6.0.14.1 range from connecting even though CLIENTSUPPORT6050 was enabled in ini Fixed an issue where client 6.0.14.2 was being mis-classified as a T2A client, and not the first of the SA clients as it should be Changed how Race damage modifier is applied to damage dealt in combat - it's now a direct percentage bonus (or penalty) applied to the base damage dealt Added in missing default [COMBAT MODS] section to dfndata/race/races.dfn. Each MOD# entry in this section represents a percentage modifier applied to skill checks for members of a race that subscribes to that MOD entry via skill tags like [SKILLNAME]G=# (bonus) or [SKILLNAME]L=# (penalty). These modifiers are also applied to base damage in combat, before other damage modifiers. Example1: SWORDSMANSHIPG=3 would apply a 20% bonus to swordsmanship skill checks for race the tag was added to, as well as a 20% bonus to base damage dealt in combat Example2: MACEFIGHTINGL=3 would apply a 20% penalty to macefighting skill checks for race the tag was added to, as well as a 20% penalty to base damage dealt in combat
2021-06-15 02:19:47 +08:00
bloodColour = trgRace.bloodColour;
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return ( *this );
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}
size_t cRaces::Count( void ) const
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{
return races.size();
}